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 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 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 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 Constant: 0:20 0 (const int) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:21 Sequence 0:21 Sequence 0:21 move second child to first child (temp 4-component vector of float) 0:? 'color' (layout(location=0 ) out 4-component vector of float) 0:21 color: direct index for structure (temp 4-component vector of float) 0:21 'ps_output' (temp structure{temp 4-component vector of float color}) 0:21 Constant: 0:21 0 (const int) 0:21 Branch: Return 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}) 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 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 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 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 Constant: 0:20 0 (const int) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:21 Sequence 0:21 Sequence 0:21 move second child to first child (temp 4-component vector of float) 0:? 'color' (layout(location=0 ) out 4-component vector of float) 0:21 color: direct index for structure (temp 4-component vector of float) 0:21 'ps_output' (temp structure{temp 4-component vector of float color}) 0:21 Constant: 0:21 0 (const int) 0:21 Branch: Return 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}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 45 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 41 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 8 "r00" Name 14 "$Global" MemberName 14($Global) 0 "i" MemberName 14($Global) 1 "u" MemberName 14($Global) 2 "f" MemberName 14($Global) 3 "b" MemberName 14($Global) 4 "i2" MemberName 14($Global) 5 "u2" MemberName 14($Global) 6 "f2" MemberName 14($Global) 7 "b2" Name 16 "" Name 24 "r01" Name 32 "PS_OUTPUT" MemberName 32(PS_OUTPUT) 0 "color" Name 34 "ps_output" Name 41 "color" MemberDecorate 14($Global) 0 Offset 0 MemberDecorate 14($Global) 1 Offset 4 MemberDecorate 14($Global) 2 Offset 8 MemberDecorate 14($Global) 3 Offset 12 MemberDecorate 14($Global) 4 Offset 16 MemberDecorate 14($Global) 5 Offset 24 MemberDecorate 14($Global) 6 Offset 32 MemberDecorate 14($Global) 7 Offset 40 Decorate 14($Global) Block Decorate 16 DescriptorSet 0 Decorate 41(color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 0 7: TypePointer Function 6(int) 9: TypeInt 32 1 10: TypeFloat 32 11: TypeVector 9(int) 2 12: TypeVector 6(int) 2 13: TypeVector 10(float) 2 14($Global): TypeStruct 9(int) 6(int) 10(float) 6(int) 11(ivec2) 12(ivec2) 13(fvec2) 12(ivec2) 15: TypePointer Uniform 14($Global) 16: 15(ptr) Variable Uniform 17: 9(int) Constant 2 18: TypePointer Uniform 10(float) 23: TypePointer Function 12(ivec2) 25: 9(int) Constant 6 26: TypePointer Uniform 13(fvec2) 31: TypeVector 10(float) 4 32(PS_OUTPUT): TypeStruct 31(fvec4) 33: TypePointer Function 32(PS_OUTPUT) 35: 9(int) Constant 0 36: 10(float) Constant 0 37: 31(fvec4) ConstantComposite 36 36 36 36 38: TypePointer Function 31(fvec4) 40: TypePointer Output 31(fvec4) 41(color): 40(ptr) Variable Output 4(main): 2 Function None 3 5: Label 8(r00): 7(ptr) Variable Function 24(r01): 23(ptr) Variable Function 34(ps_output): 33(ptr) Variable Function 19: 18(ptr) AccessChain 16 17 20: 10(float) Load 19 21: 6(int) ConvertFToU 20 22: 6(int) BitCount 21 Store 8(r00) 22 27: 26(ptr) AccessChain 16 25 28: 13(fvec2) Load 27 29: 12(ivec2) ConvertFToU 28 30: 12(ivec2) BitReverse 29 Store 24(r01) 30 39: 38(ptr) AccessChain 34(ps_output) 35 Store 39 37 42: 38(ptr) AccessChain 34(ps_output) 35 43: 31(fvec4) Load 42 Store 41(color) 43 Return FunctionEnd