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 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 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 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 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 Constant: 0:34 0 (const int) 0:34 Constant: 0:34 1.000000 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 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) 0:24 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 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 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}) 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 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 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 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 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 Constant: 0:34 0 (const int) 0:34 Constant: 0:34 1.000000 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 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) 0:24 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 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 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}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 81 Capability Shader Capability SampledBuffer 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 73 77 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" MemberName 8(PS_OUTPUT) 1 "Depth" Name 10 "@main(" Name 13 "r00" Name 17 "g_tTexbfs" Name 23 "$Global" MemberName 23($Global) 0 "c1" MemberName 23($Global) 1 "c2" MemberName 23($Global) 2 "c3" MemberName 23($Global) 3 "c4" MemberName 23($Global) 4 "o1" MemberName 23($Global) 5 "o2" MemberName 23($Global) 6 "o3" MemberName 23($Global) 7 "o4" Name 25 "" Name 34 "r01" Name 38 "g_tTexbis" Name 47 "r02" Name 51 "g_tTexbus" Name 60 "psout" Name 70 "flattenTemp" Name 73 "Color" Name 77 "Depth" Name 80 "g_tTexbfs_test" Decorate 17(g_tTexbfs) DescriptorSet 0 MemberDecorate 23($Global) 0 Offset 0 MemberDecorate 23($Global) 1 Offset 8 MemberDecorate 23($Global) 2 Offset 16 MemberDecorate 23($Global) 3 Offset 32 MemberDecorate 23($Global) 4 Offset 48 MemberDecorate 23($Global) 5 Offset 56 MemberDecorate 23($Global) 6 Offset 64 MemberDecorate 23($Global) 7 Offset 80 Decorate 23($Global) Block Decorate 25 DescriptorSet 0 Decorate 38(g_tTexbis) DescriptorSet 0 Decorate 51(g_tTexbus) DescriptorSet 0 Decorate 73(Color) Location 0 Decorate 77(Depth) BuiltIn FragDepth Decorate 80(g_tTexbfs_test) DescriptorSet 0 Decorate 80(g_tTexbfs_test) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 9: TypeFunction 8(PS_OUTPUT) 12: TypePointer Function 6(float) 14: TypeImage 6(float) Buffer sampled format:R32f 15: TypeSampledImage 14 16: TypePointer UniformConstant 15 17(g_tTexbfs): 16(ptr) Variable UniformConstant 19: TypeInt 32 1 20: TypeVector 19(int) 2 21: TypeVector 19(int) 3 22: TypeVector 19(int) 4 23($Global): TypeStruct 19(int) 20(ivec2) 21(ivec3) 22(ivec4) 19(int) 20(ivec2) 21(ivec3) 22(ivec4) 24: TypePointer Uniform 23($Global) 25: 24(ptr) Variable Uniform 26: 19(int) Constant 0 27: TypePointer Uniform 19(int) 33: TypePointer Function 19(int) 35: TypeImage 19(int) Buffer sampled format:R32i 36: TypeSampledImage 35 37: TypePointer UniformConstant 36 38(g_tTexbis): 37(ptr) Variable UniformConstant 45: TypeInt 32 0 46: TypePointer Function 45(int) 48: TypeImage 45(int) Buffer sampled format:R32ui 49: TypeSampledImage 48 50: TypePointer UniformConstant 49 51(g_tTexbus): 50(ptr) Variable UniformConstant 56: TypeVector 45(int) 4 59: TypePointer Function 8(PS_OUTPUT) 61: 6(float) Constant 1065353216 62: 7(fvec4) ConstantComposite 61 61 61 61 63: TypePointer Function 7(fvec4) 65: 19(int) Constant 1 72: TypePointer Output 7(fvec4) 73(Color): 72(ptr) Variable Output 76: TypePointer Output 6(float) 77(Depth): 76(ptr) Variable Output 80(g_tTexbfs_test): 16(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 70(flattenTemp): 59(ptr) Variable Function 71:8(PS_OUTPUT) FunctionCall 10(@main() Store 70(flattenTemp) 71 74: 63(ptr) AccessChain 70(flattenTemp) 26 75: 7(fvec4) Load 74 Store 73(Color) 75 78: 12(ptr) AccessChain 70(flattenTemp) 65 79: 6(float) Load 78 Store 77(Depth) 79 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(r00): 12(ptr) Variable Function 34(r01): 33(ptr) Variable Function 47(r02): 46(ptr) Variable Function 60(psout): 59(ptr) Variable Function 18: 15 Load 17(g_tTexbfs) 28: 27(ptr) AccessChain 25 26 29: 19(int) Load 28 30: 14 Image 18 31: 7(fvec4) ImageFetch 30 29 32: 6(float) CompositeExtract 31 0 Store 13(r00) 32 39: 36 Load 38(g_tTexbis) 40: 27(ptr) AccessChain 25 26 41: 19(int) Load 40 42: 35 Image 39 43: 22(ivec4) ImageFetch 42 41 44: 19(int) CompositeExtract 43 0 Store 34(r01) 44 52: 49 Load 51(g_tTexbus) 53: 27(ptr) AccessChain 25 26 54: 19(int) Load 53 55: 48 Image 52 57: 56(ivec4) ImageFetch 55 54 58: 45(int) CompositeExtract 57 0 Store 47(r02) 58 64: 63(ptr) AccessChain 60(psout) 26 Store 64 62 66: 12(ptr) AccessChain 60(psout) 65 Store 66 61 67:8(PS_OUTPUT) Load 60(psout) ReturnValue 67 FunctionEnd