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 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 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 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 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 Constant: 0:29 0 (const int) 0:29 Constant: 0:29 1.000000 0:29 1.000000 0:29 1.000000 0:29 1.000000 0:31 Sequence 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) 0:31 'psout' (temp structure{temp 4-component vector of float Color}) 0:31 Constant: 0:31 0 (const int) 0:31 Branch: Return 0:? Linker Objects 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) 0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) 0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) 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 0:22 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 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 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 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 Constant: 0:29 0 (const int) 0:29 Constant: 0:29 1.000000 0:29 1.000000 0:29 1.000000 0:29 1.000000 0:31 Sequence 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) 0:31 'psout' (temp structure{temp 4-component vector of float Color}) 0:31 Constant: 0:31 0 (const int) 0:31 Branch: Return 0:? Linker Objects 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) 0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) 0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) 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 52 Capability Shader Capability SampledBuffer 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 48 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "g_tBuffF" Name 15 "$Global" MemberName 15($Global) 0 "c1" MemberName 15($Global) 1 "c2" MemberName 15($Global) 2 "c3" MemberName 15($Global) 3 "c4" MemberName 15($Global) 4 "o1" MemberName 15($Global) 5 "o2" MemberName 15($Global) 6 "o3" MemberName 15($Global) 7 "o4" Name 17 "" Name 27 "g_tBuffU" Name 35 "g_tBuffI" Name 40 "PS_OUTPUT" MemberName 40(PS_OUTPUT) 0 "Color" Name 42 "psout" Name 48 "Color" Decorate 9(g_tBuffF) DescriptorSet 0 MemberDecorate 15($Global) 0 Offset 0 MemberDecorate 15($Global) 1 Offset 8 MemberDecorate 15($Global) 2 Offset 16 MemberDecorate 15($Global) 3 Offset 32 MemberDecorate 15($Global) 4 Offset 48 MemberDecorate 15($Global) 5 Offset 56 MemberDecorate 15($Global) 6 Offset 64 MemberDecorate 15($Global) 7 Offset 80 Decorate 15($Global) Block Decorate 17 DescriptorSet 0 Decorate 27(g_tBuffU) DescriptorSet 0 Decorate 35(g_tBuffI) DescriptorSet 0 Decorate 48(Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeImage 6(float) Buffer nonsampled format:Rgba32f 8: TypePointer UniformConstant 7 9(g_tBuffF): 8(ptr) Variable UniformConstant 11: TypeInt 32 1 12: TypeVector 11(int) 2 13: TypeVector 11(int) 3 14: TypeVector 11(int) 4 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 16: TypePointer Uniform 15($Global) 17: 16(ptr) Variable Uniform 18: 11(int) Constant 0 19: TypePointer Uniform 11(int) 22: TypeVector 6(float) 4 24: TypeInt 32 0 25: TypeImage 24(int) Buffer nonsampled format:Rgba32ui 26: TypePointer UniformConstant 25 27(g_tBuffU): 26(ptr) Variable UniformConstant 31: TypeVector 24(int) 4 33: TypeImage 11(int) Buffer nonsampled format:Rgba32i 34: TypePointer UniformConstant 33 35(g_tBuffI): 34(ptr) Variable UniformConstant 40(PS_OUTPUT): TypeStruct 22(fvec4) 41: TypePointer Function 40(PS_OUTPUT) 43: 6(float) Constant 1065353216 44: 22(fvec4) ConstantComposite 43 43 43 43 45: TypePointer Function 22(fvec4) 47: TypePointer Output 22(fvec4) 48(Color): 47(ptr) Variable Output 4(main): 2 Function None 3 5: Label 42(psout): 41(ptr) Variable Function 10: 7 Load 9(g_tBuffF) 20: 19(ptr) AccessChain 17 18 21: 11(int) Load 20 23: 22(fvec4) ImageRead 10 21 28: 25 Load 27(g_tBuffU) 29: 19(ptr) AccessChain 17 18 30: 11(int) Load 29 32: 31(ivec4) ImageRead 28 30 36: 33 Load 35(g_tBuffI) 37: 19(ptr) AccessChain 17 18 38: 11(int) Load 37 39: 14(ivec4) ImageRead 36 38 46: 45(ptr) AccessChain 42(psout) 18 Store 46 44 49: 45(ptr) AccessChain 42(psout) 18 50: 22(fvec4) Load 49 Store 48(Color) 50 Return FunctionEnd