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 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 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 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 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 Sequence 0:37 Sequence 0:37 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:37 Color: direct index for structure (temp 4-component vector of float) 0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:37 Constant: 0:37 0 (const int) 0:37 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) 0:37 Depth: direct index for structure (temp float) 0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:37 Constant: 0:37 1 (const int) 0:37 Branch: Return 0:? Linker Objects 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'Depth' (out float FragDepth) 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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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 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 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 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 Sequence 0:37 Sequence 0:37 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:37 Color: direct index for structure (temp 4-component vector of float) 0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:37 Constant: 0:37 0 (const int) 0:37 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) 0:37 Depth: direct index for structure (temp float) 0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:37 Constant: 0:37 1 (const int) 0:37 Branch: Return 0:? Linker Objects 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'Depth' (out float FragDepth) 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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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 71 Capability Shader Capability SampledBuffer 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 62 66 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "r00" Name 13 "g_tTexbf4" Name 19 "$Global" MemberName 19($Global) 0 "c1" MemberName 19($Global) 1 "c2" MemberName 19($Global) 2 "c3" MemberName 19($Global) 3 "c4" MemberName 19($Global) 4 "o1" MemberName 19($Global) 5 "o2" MemberName 19($Global) 6 "o3" MemberName 19($Global) 7 "o4" Name 21 "" Name 29 "r01" Name 33 "g_tTexbi4" Name 42 "r02" Name 46 "g_tTexbu4" Name 52 "PS_OUTPUT" MemberName 52(PS_OUTPUT) 0 "Color" MemberName 52(PS_OUTPUT) 1 "Depth" Name 54 "psout" Name 62 "Color" Name 66 "Depth" Name 70 "g_tTexbf4_test" Decorate 13(g_tTexbf4) DescriptorSet 0 MemberDecorate 19($Global) 0 Offset 0 MemberDecorate 19($Global) 1 Offset 8 MemberDecorate 19($Global) 2 Offset 16 MemberDecorate 19($Global) 3 Offset 32 MemberDecorate 19($Global) 4 Offset 48 MemberDecorate 19($Global) 5 Offset 56 MemberDecorate 19($Global) 6 Offset 64 MemberDecorate 19($Global) 7 Offset 80 Decorate 19($Global) Block Decorate 21 DescriptorSet 0 Decorate 33(g_tTexbi4) DescriptorSet 0 Decorate 46(g_tTexbu4) DescriptorSet 0 Decorate 62(Color) Location 0 Decorate 66(Depth) BuiltIn FragDepth Decorate 70(g_tTexbf4_test) DescriptorSet 0 Decorate 70(g_tTexbf4_test) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 10: TypeImage 6(float) Buffer sampled format:Rgba32f 11: TypeSampledImage 10 12: TypePointer UniformConstant 11 13(g_tTexbf4): 12(ptr) Variable UniformConstant 15: TypeInt 32 1 16: TypeVector 15(int) 2 17: TypeVector 15(int) 3 18: TypeVector 15(int) 4 19($Global): TypeStruct 15(int) 16(ivec2) 17(ivec3) 18(ivec4) 15(int) 16(ivec2) 17(ivec3) 18(ivec4) 20: TypePointer Uniform 19($Global) 21: 20(ptr) Variable Uniform 22: 15(int) Constant 0 23: TypePointer Uniform 15(int) 28: TypePointer Function 18(ivec4) 30: TypeImage 15(int) Buffer sampled format:Rgba32i 31: TypeSampledImage 30 32: TypePointer UniformConstant 31 33(g_tTexbi4): 32(ptr) Variable UniformConstant 39: TypeInt 32 0 40: TypeVector 39(int) 4 41: TypePointer Function 40(ivec4) 43: TypeImage 39(int) Buffer sampled format:Rgba32ui 44: TypeSampledImage 43 45: TypePointer UniformConstant 44 46(g_tTexbu4): 45(ptr) Variable UniformConstant 52(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 53: TypePointer Function 52(PS_OUTPUT) 55: 6(float) Constant 1065353216 56: 7(fvec4) ConstantComposite 55 55 55 55 58: 15(int) Constant 1 59: TypePointer Function 6(float) 61: TypePointer Output 7(fvec4) 62(Color): 61(ptr) Variable Output 65: TypePointer Output 6(float) 66(Depth): 65(ptr) Variable Output 70(g_tTexbf4_test): 12(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 9(r00): 8(ptr) Variable Function 29(r01): 28(ptr) Variable Function 42(r02): 41(ptr) Variable Function 54(psout): 53(ptr) Variable Function 14: 11 Load 13(g_tTexbf4) 24: 23(ptr) AccessChain 21 22 25: 15(int) Load 24 26: 10 Image 14 27: 7(fvec4) ImageFetch 26 25 Store 9(r00) 27 34: 31 Load 33(g_tTexbi4) 35: 23(ptr) AccessChain 21 22 36: 15(int) Load 35 37: 30 Image 34 38: 18(ivec4) ImageFetch 37 36 Store 29(r01) 38 47: 44 Load 46(g_tTexbu4) 48: 23(ptr) AccessChain 21 22 49: 15(int) Load 48 50: 43 Image 47 51: 40(ivec4) ImageFetch 50 49 Store 42(r02) 51 57: 8(ptr) AccessChain 54(psout) 22 Store 57 56 60: 59(ptr) AccessChain 54(psout) 58 Store 60 55 63: 8(ptr) AccessChain 54(psout) 22 64: 7(fvec4) Load 63 Store 62(Color) 64 67: 59(ptr) AccessChain 54(psout) 58 68: 6(float) Load 67 Store 66(Depth) 68 Return FunctionEnd