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 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_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: 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 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_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 // Id's are bound by 78 Capability Shader Capability SampledBuffer 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 70 74 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_tTexbf4" 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($Global) 7 "o4" Name 25 "" Name 33 "r01" Name 37 "g_tTexbi4" Name 46 "r02" Name 50 "g_tTexbu4" Name 57 "psout" Name 67 "flattenTemp" Name 70 "Color" Name 74 "Depth" Name 77 "g_tTexbf4_test" Decorate 17(g_tTexbf4) DescriptorSet 0 MemberDecorate 23($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 37(g_tTexbi4) DescriptorSet 0 Decorate 50(g_tTexbu4) DescriptorSet 0 Decorate 70(Color) Location 0 Decorate 74(Depth) BuiltIn FragDepth Decorate 77(g_tTexbf4_test) DescriptorSet 0 Decorate 77(g_tTexbf4_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 7(fvec4) 14: TypeImage 6(float) Buffer sampled format:Rgba32f 15: TypeSampledImage 14 16: TypePointer UniformConstant 15 17(g_tTexbf4): 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) 32: TypePointer Function 22(ivec4) 34: TypeImage 19(int) Buffer sampled format:Rgba32i 35: TypeSampledImage 34 36: TypePointer UniformConstant 35 37(g_tTexbi4): 36(ptr) Variable UniformConstant 43: TypeInt 32 0 44: TypeVector 43(int) 4 45: TypePointer Function 44(ivec4) 47: TypeImage 43(int) Buffer sampled format:Rgba32ui 48: TypeSampledImage 47 49: TypePointer UniformConstant 48 50(g_tTexbu4): 49(ptr) Variable UniformConstant 56: TypePointer Function 8(PS_OUTPUT) 58: 6(float) Constant 1065353216 59: 7(fvec4) ConstantComposite 58 58 58 58 61: 19(int) Constant 1 62: TypePointer Function 6(float) 69: TypePointer Output 7(fvec4) 70(Color): 69(ptr) Variable Output 73: TypePointer Output 6(float) 74(Depth): 73(ptr) Variable Output 77(g_tTexbf4_test): 16(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 67(flattenTemp): 56(ptr) Variable Function 68:8(PS_OUTPUT) FunctionCall 10(@main() Store 67(flattenTemp) 68 71: 12(ptr) AccessChain 67(flattenTemp) 26 72: 7(fvec4) Load 71 Store 70(Color) 72 75: 62(ptr) AccessChain 67(flattenTemp) 61 76: 6(float) Load 75 Store 74(Depth) 76 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(r00): 12(ptr) Variable Function 33(r01): 32(ptr) Variable Function 46(r02): 45(ptr) Variable Function 57(psout): 56(ptr) Variable Function 18: 15 Load 17(g_tTexbf4) 28: 27(ptr) AccessChain 25 26 29: 19(int) Load 28 30: 14 Image 18 31: 7(fvec4) ImageFetch 30 29 Store 13(r00) 31 38: 35 Load 37(g_tTexbi4) 39: 27(ptr) AccessChain 25 26 40: 19(int) Load 39 41: 34 Image 38 42: 22(ivec4) ImageFetch 41 40 Store 33(r01) 42 51: 48 Load 50(g_tTexbu4) 52: 27(ptr) AccessChain 25 26 53: 19(int) Load 52 54: 47 Image 51 55: 44(ivec4) ImageFetch 54 53 Store 46(r02) 55 60: 12(ptr) AccessChain 57(psout) 26 Store 60 59 63: 62(ptr) AccessChain 57(psout) 61 Store 63 58 64:8(PS_OUTPUT) Load 57(psout) ReturnValue 64 FunctionEnd