glslang/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out
LoopDawg 195f584e09 HLSL: force textures to shadow modes from combined samplers
Texture shadow mode must match the state of the sampler they are
combined with.  This change does that, both for the AST and the
symbol table.  Note that the texture cannot easily be *created*
the right way, because this may not be known at that time.  Instead,
the texture is subsequently patched.

This cannot work if a single texture is used with both a shadow and
non-shadow sampler, so that case is detected and generates an error.
This is permitted by the HLSL language, however.  See #1073 discussion.

Fixed one test source that was using a texture with both shadow and
non-shadow samplers.
2017-09-28 14:17:25 -06:00

736 lines
35 KiB
Plaintext

hlsl.samplecmplevelzero.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
0:42 move second child to first child ( temp float)
0:42 'r10' ( temp float)
0:42 textureLod ( temp float)
0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow)
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:42 Constant:
0:42 0.750000
0:42 Constant:
0:42 0.000000
0:43 Sequence
0:43 move second child to first child ( temp float)
0:43 'r12' ( temp float)
0:43 textureLod ( temp float)
0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow)
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:43 Constant:
0:43 0.750000
0:43 Constant:
0:43 0.000000
0:44 Sequence
0:44 move second child to first child ( temp float)
0:44 'r14' ( temp float)
0:44 textureLod ( temp float)
0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow)
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:44 Constant:
0:44 0.750000
0:44 Constant:
0:44 0.000000
0:47 Sequence
0:47 move second child to first child ( temp float)
0:47 'r30' ( temp float)
0:47 textureLod ( temp float)
0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow)
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:47 Constant:
0:47 0.750000
0:47 Constant:
0:47 0.000000
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'r32' ( temp float)
0:48 textureLod ( temp float)
0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow)
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:48 Constant:
0:48 0.750000
0:48 Constant:
0:48 0.000000
0:49 Sequence
0:49 move second child to first child ( temp float)
0:49 'r34' ( temp float)
0:49 textureLod ( temp float)
0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow)
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:49 Constant:
0:49 0.750000
0:49 Constant:
0:49 0.000000
0:52 Sequence
0:52 move second child to first child ( temp float)
0:52 'r60' ( temp float)
0:52 textureLod ( temp float)
0:52 Construct combined texture-sampler ( temp samplerCubeArrayShadow)
0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow)
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:52 Constant:
0:52 0.750000
0:52 Constant:
0:52 0.000000
0:53 Sequence
0:53 move second child to first child ( temp float)
0:53 'r62' ( temp float)
0:53 textureLod ( temp float)
0:53 Construct combined texture-sampler ( temp isamplerCubeArrayShadow)
0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:53 Constant:
0:53 0.750000
0:53 Constant:
0:53 0.000000
0:54 Sequence
0:54 move second child to first child ( temp float)
0:54 'r64' ( temp float)
0:54 textureLod ( temp float)
0:54 Construct combined texture-sampler ( temp usamplerCubeArrayShadow)
0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:54 Constant:
0:54 0.750000
0:54 Constant:
0:54 0.000000
0:56 move second child to first child ( temp 4-component vector of float)
0:56 Color: direct index for structure ( temp 4-component vector of float)
0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
0:56 1.000000
0:56 1.000000
0:56 1.000000
0:56 1.000000
0:57 move second child to first child ( temp float)
0:57 Depth: direct index for structure ( temp float)
0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 1.000000
0:59 Branch: Return with expression
0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( ( temp void)
0:38 Function Parameters:
0:? Sequence
0:38 Sequence
0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:? 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:? 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:? 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:? 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:? 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:? 'g_tTexcdf4a' ( uniform textureCubeArrayShadow)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
0:42 move second child to first child ( temp float)
0:42 'r10' ( temp float)
0:42 textureLod ( temp float)
0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow)
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:42 Constant:
0:42 0.750000
0:42 Constant:
0:42 0.000000
0:43 Sequence
0:43 move second child to first child ( temp float)
0:43 'r12' ( temp float)
0:43 textureLod ( temp float)
0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow)
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:43 Constant:
0:43 0.750000
0:43 Constant:
0:43 0.000000
0:44 Sequence
0:44 move second child to first child ( temp float)
0:44 'r14' ( temp float)
0:44 textureLod ( temp float)
0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow)
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:44 Constant:
0:44 0.750000
0:44 Constant:
0:44 0.000000
0:47 Sequence
0:47 move second child to first child ( temp float)
0:47 'r30' ( temp float)
0:47 textureLod ( temp float)
0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow)
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:47 Constant:
0:47 0.750000
0:47 Constant:
0:47 0.000000
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'r32' ( temp float)
0:48 textureLod ( temp float)
0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow)
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:48 Constant:
0:48 0.750000
0:48 Constant:
0:48 0.000000
0:49 Sequence
0:49 move second child to first child ( temp float)
0:49 'r34' ( temp float)
0:49 textureLod ( temp float)
0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow)
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:49 Constant:
0:49 0.750000
0:49 Constant:
0:49 0.000000
0:52 Sequence
0:52 move second child to first child ( temp float)
0:52 'r60' ( temp float)
0:52 textureLod ( temp float)
0:52 Construct combined texture-sampler ( temp samplerCubeArrayShadow)
0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow)
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:52 Constant:
0:52 0.750000
0:52 Constant:
0:52 0.000000
0:53 Sequence
0:53 move second child to first child ( temp float)
0:53 'r62' ( temp float)
0:53 textureLod ( temp float)
0:53 Construct combined texture-sampler ( temp isamplerCubeArrayShadow)
0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow)
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:53 Constant:
0:53 0.750000
0:53 Constant:
0:53 0.000000
0:54 Sequence
0:54 move second child to first child ( temp float)
0:54 'r64' ( temp float)
0:54 textureLod ( temp float)
0:54 Construct combined texture-sampler ( temp usamplerCubeArrayShadow)
0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow)
0:54 'g_sSamp' (layout( binding=0) uniform sampler)
0:54 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:54 Constant:
0:54 0.750000
0:54 Constant:
0:54 0.000000
0:56 move second child to first child ( temp 4-component vector of float)
0:56 Color: direct index for structure ( temp 4-component vector of float)
0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
0:56 1.000000
0:56 1.000000
0:56 1.000000
0:56 1.000000
0:57 move second child to first child ( temp float)
0:57 Depth: direct index for structure ( temp float)
0:57 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 1.000000
0:59 Branch: Return with expression
0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( ( temp void)
0:38 Function Parameters:
0:? Sequence
0:38 Sequence
0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:? 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:? 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:? 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:? 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:? 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:? 'g_tTexcdf4a' ( uniform textureCubeArrayShadow)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 210
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 167 171
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "r10"
Name 16 "g_tTex1df4a"
Name 20 "g_sSamp"
Name 36 "r12"
Name 40 "g_tTex1di4a"
Name 50 "r14"
Name 54 "g_tTex1du4a"
Name 64 "r30"
Name 67 "g_tTex2df4a"
Name 80 "r32"
Name 83 "g_tTex2di4a"
Name 94 "r34"
Name 97 "g_tTex2du4a"
Name 108 "r60"
Name 111 "g_tTexcdf4a"
Name 124 "r62"
Name 127 "g_tTexcdi4a"
Name 138 "r64"
Name 141 "g_tTexcdu4a"
Name 153 "psout"
Name 164 "flattenTemp"
Name 167 "@entryPointOutput.Color"
Name 171 "@entryPointOutput.Depth"
Name 176 "g_tTex1df4"
Name 179 "g_tTex1di4"
Name 182 "g_tTex1du4"
Name 185 "g_tTex2df4"
Name 188 "g_tTex2di4"
Name 191 "g_tTex2du4"
Name 194 "g_tTex3df4"
Name 197 "g_tTex3di4"
Name 200 "g_tTex3du4"
Name 203 "g_tTexcdf4"
Name 206 "g_tTexcdi4"
Name 209 "g_tTexcdu4"
Decorate 16(g_tTex1df4a) DescriptorSet 0
Decorate 20(g_sSamp) DescriptorSet 0
Decorate 20(g_sSamp) Binding 0
Decorate 40(g_tTex1di4a) DescriptorSet 0
Decorate 54(g_tTex1du4a) DescriptorSet 0
Decorate 67(g_tTex2df4a) DescriptorSet 0
Decorate 83(g_tTex2di4a) DescriptorSet 0
Decorate 97(g_tTex2du4a) DescriptorSet 0
Decorate 111(g_tTexcdf4a) DescriptorSet 0
Decorate 127(g_tTexcdi4a) DescriptorSet 0
Decorate 141(g_tTexcdu4a) DescriptorSet 0
Decorate 167(@entryPointOutput.Color) Location 0
Decorate 171(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 176(g_tTex1df4) DescriptorSet 0
Decorate 176(g_tTex1df4) Binding 0
Decorate 179(g_tTex1di4) DescriptorSet 0
Decorate 182(g_tTex1du4) DescriptorSet 0
Decorate 185(g_tTex2df4) DescriptorSet 0
Decorate 188(g_tTex2di4) DescriptorSet 0
Decorate 191(g_tTex2du4) DescriptorSet 0
Decorate 194(g_tTex3df4) DescriptorSet 0
Decorate 197(g_tTex3di4) DescriptorSet 0
Decorate 200(g_tTex3du4) DescriptorSet 0
Decorate 203(g_tTexcdf4) DescriptorSet 0
Decorate 206(g_tTexcdi4) DescriptorSet 0
Decorate 209(g_tTexcdu4) DescriptorSet 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) 1D depth array sampled format:Unknown
15: TypePointer UniformConstant 14
16(g_tTex1df4a): 15(ptr) Variable UniformConstant
18: TypeSampler
19: TypePointer UniformConstant 18
20(g_sSamp): 19(ptr) Variable UniformConstant
22: TypeSampledImage 14
24: TypeVector 6(float) 2
25: 6(float) Constant 1036831949
26: 6(float) Constant 1045220557
27: 24(fvec2) ConstantComposite 25 26
28: 6(float) Constant 1061158912
29: TypeVector 6(float) 3
33: 6(float) Constant 0
37: TypeInt 32 1
38: TypeImage 37(int) 1D depth array sampled format:Unknown
39: TypePointer UniformConstant 38
40(g_tTex1di4a): 39(ptr) Variable UniformConstant
43: TypeSampledImage 38
51: TypeInt 32 0
52: TypeImage 51(int) 1D depth array sampled format:Unknown
53: TypePointer UniformConstant 52
54(g_tTex1du4a): 53(ptr) Variable UniformConstant
57: TypeSampledImage 52
65: TypeImage 6(float) 2D depth array sampled format:Unknown
66: TypePointer UniformConstant 65
67(g_tTex2df4a): 66(ptr) Variable UniformConstant
70: TypeSampledImage 65
72: 6(float) Constant 1050253722
73: 29(fvec3) ConstantComposite 25 26 72
81: TypeImage 37(int) 2D depth array sampled format:Unknown
82: TypePointer UniformConstant 81
83(g_tTex2di4a): 82(ptr) Variable UniformConstant
86: TypeSampledImage 81
95: TypeImage 51(int) 2D depth array sampled format:Unknown
96: TypePointer UniformConstant 95
97(g_tTex2du4a): 96(ptr) Variable UniformConstant
100: TypeSampledImage 95
109: TypeImage 6(float) Cube depth array sampled format:Unknown
110: TypePointer UniformConstant 109
111(g_tTexcdf4a): 110(ptr) Variable UniformConstant
114: TypeSampledImage 109
116: 6(float) Constant 1053609165
117: 7(fvec4) ConstantComposite 25 26 72 116
125: TypeImage 37(int) Cube depth array sampled format:Unknown
126: TypePointer UniformConstant 125
127(g_tTexcdi4a): 126(ptr) Variable UniformConstant
130: TypeSampledImage 125
139: TypeImage 51(int) Cube depth array sampled format:Unknown
140: TypePointer UniformConstant 139
141(g_tTexcdu4a): 140(ptr) Variable UniformConstant
144: TypeSampledImage 139
152: TypePointer Function 8(PS_OUTPUT)
154: 37(int) Constant 0
155: 6(float) Constant 1065353216
156: 7(fvec4) ConstantComposite 155 155 155 155
157: TypePointer Function 7(fvec4)
159: 37(int) Constant 1
166: TypePointer Output 7(fvec4)
167(@entryPointOutput.Color): 166(ptr) Variable Output
170: TypePointer Output 6(float)
171(@entryPointOutput.Depth): 170(ptr) Variable Output
174: TypeImage 6(float) 1D sampled format:Unknown
175: TypePointer UniformConstant 174
176(g_tTex1df4): 175(ptr) Variable UniformConstant
177: TypeImage 37(int) 1D sampled format:Unknown
178: TypePointer UniformConstant 177
179(g_tTex1di4): 178(ptr) Variable UniformConstant
180: TypeImage 51(int) 1D sampled format:Unknown
181: TypePointer UniformConstant 180
182(g_tTex1du4): 181(ptr) Variable UniformConstant
183: TypeImage 6(float) 2D sampled format:Unknown
184: TypePointer UniformConstant 183
185(g_tTex2df4): 184(ptr) Variable UniformConstant
186: TypeImage 37(int) 2D sampled format:Unknown
187: TypePointer UniformConstant 186
188(g_tTex2di4): 187(ptr) Variable UniformConstant
189: TypeImage 51(int) 2D sampled format:Unknown
190: TypePointer UniformConstant 189
191(g_tTex2du4): 190(ptr) Variable UniformConstant
192: TypeImage 6(float) 3D sampled format:Unknown
193: TypePointer UniformConstant 192
194(g_tTex3df4): 193(ptr) Variable UniformConstant
195: TypeImage 37(int) 3D sampled format:Unknown
196: TypePointer UniformConstant 195
197(g_tTex3di4): 196(ptr) Variable UniformConstant
198: TypeImage 51(int) 3D sampled format:Unknown
199: TypePointer UniformConstant 198
200(g_tTex3du4): 199(ptr) Variable UniformConstant
201: TypeImage 6(float) Cube sampled format:Unknown
202: TypePointer UniformConstant 201
203(g_tTexcdf4): 202(ptr) Variable UniformConstant
204: TypeImage 37(int) Cube sampled format:Unknown
205: TypePointer UniformConstant 204
206(g_tTexcdi4): 205(ptr) Variable UniformConstant
207: TypeImage 51(int) Cube sampled format:Unknown
208: TypePointer UniformConstant 207
209(g_tTexcdu4): 208(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
164(flattenTemp): 152(ptr) Variable Function
165:8(PS_OUTPUT) FunctionCall 10(@main()
Store 164(flattenTemp) 165
168: 157(ptr) AccessChain 164(flattenTemp) 154
169: 7(fvec4) Load 168
Store 167(@entryPointOutput.Color) 169
172: 12(ptr) AccessChain 164(flattenTemp) 159
173: 6(float) Load 172
Store 171(@entryPointOutput.Depth) 173
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(r10): 12(ptr) Variable Function
36(r12): 12(ptr) Variable Function
50(r14): 12(ptr) Variable Function
64(r30): 12(ptr) Variable Function
80(r32): 12(ptr) Variable Function
94(r34): 12(ptr) Variable Function
108(r60): 12(ptr) Variable Function
124(r62): 12(ptr) Variable Function
138(r64): 12(ptr) Variable Function
153(psout): 152(ptr) Variable Function
17: 14 Load 16(g_tTex1df4a)
21: 18 Load 20(g_sSamp)
23: 22 SampledImage 17 21
30: 6(float) CompositeExtract 27 0
31: 6(float) CompositeExtract 27 1
32: 29(fvec3) CompositeConstruct 30 31 28
34: 6(float) CompositeExtract 32 2
35: 6(float) ImageSampleDrefExplicitLod 23 32 34 Lod 33
Store 13(r10) 35
41: 38 Load 40(g_tTex1di4a)
42: 18 Load 20(g_sSamp)
44: 43 SampledImage 41 42
45: 6(float) CompositeExtract 27 0
46: 6(float) CompositeExtract 27 1
47: 29(fvec3) CompositeConstruct 45 46 28
48: 6(float) CompositeExtract 47 2
49: 6(float) ImageSampleDrefExplicitLod 44 47 48 Lod 33
Store 36(r12) 49
55: 52 Load 54(g_tTex1du4a)
56: 18 Load 20(g_sSamp)
58: 57 SampledImage 55 56
59: 6(float) CompositeExtract 27 0
60: 6(float) CompositeExtract 27 1
61: 29(fvec3) CompositeConstruct 59 60 28
62: 6(float) CompositeExtract 61 2
63: 6(float) ImageSampleDrefExplicitLod 58 61 62 Lod 33
Store 50(r14) 63
68: 65 Load 67(g_tTex2df4a)
69: 18 Load 20(g_sSamp)
71: 70 SampledImage 68 69
74: 6(float) CompositeExtract 73 0
75: 6(float) CompositeExtract 73 1
76: 6(float) CompositeExtract 73 2
77: 7(fvec4) CompositeConstruct 74 75 76 28
78: 6(float) CompositeExtract 77 3
79: 6(float) ImageSampleDrefExplicitLod 71 77 78 Lod 33
Store 64(r30) 79
84: 81 Load 83(g_tTex2di4a)
85: 18 Load 20(g_sSamp)
87: 86 SampledImage 84 85
88: 6(float) CompositeExtract 73 0
89: 6(float) CompositeExtract 73 1
90: 6(float) CompositeExtract 73 2
91: 7(fvec4) CompositeConstruct 88 89 90 28
92: 6(float) CompositeExtract 91 3
93: 6(float) ImageSampleDrefExplicitLod 87 91 92 Lod 33
Store 80(r32) 93
98: 95 Load 97(g_tTex2du4a)
99: 18 Load 20(g_sSamp)
101: 100 SampledImage 98 99
102: 6(float) CompositeExtract 73 0
103: 6(float) CompositeExtract 73 1
104: 6(float) CompositeExtract 73 2
105: 7(fvec4) CompositeConstruct 102 103 104 28
106: 6(float) CompositeExtract 105 3
107: 6(float) ImageSampleDrefExplicitLod 101 105 106 Lod 33
Store 94(r34) 107
112: 109 Load 111(g_tTexcdf4a)
113: 18 Load 20(g_sSamp)
115: 114 SampledImage 112 113
118: 6(float) CompositeExtract 117 0
119: 6(float) CompositeExtract 117 1
120: 6(float) CompositeExtract 117 2
121: 6(float) CompositeExtract 117 3
122: 7(fvec4) CompositeConstruct 118 119 120 121
123: 6(float) ImageSampleDrefExplicitLod 115 122 28 Lod 33
Store 108(r60) 123
128: 125 Load 127(g_tTexcdi4a)
129: 18 Load 20(g_sSamp)
131: 130 SampledImage 128 129
132: 6(float) CompositeExtract 117 0
133: 6(float) CompositeExtract 117 1
134: 6(float) CompositeExtract 117 2
135: 6(float) CompositeExtract 117 3
136: 7(fvec4) CompositeConstruct 132 133 134 135
137: 6(float) ImageSampleDrefExplicitLod 131 136 28 Lod 33
Store 124(r62) 137
142: 139 Load 141(g_tTexcdu4a)
143: 18 Load 20(g_sSamp)
145: 144 SampledImage 142 143
146: 6(float) CompositeExtract 117 0
147: 6(float) CompositeExtract 117 1
148: 6(float) CompositeExtract 117 2
149: 6(float) CompositeExtract 117 3
150: 7(fvec4) CompositeConstruct 146 147 148 149
151: 6(float) ImageSampleDrefExplicitLod 145 150 28 Lod 33
Store 138(r64) 151
158: 157(ptr) AccessChain 153(psout) 154
Store 158 156
160: 12(ptr) AccessChain 153(psout) 159
Store 160 155
161:8(PS_OUTPUT) Load 153(psout)
ReturnValue 161
FunctionEnd