glslang/Test/baseResults/iomap.crossStage.2.vert.out
Greg Fischer ca0d54d51b Enhance readability of error messages for GLSL
Specifically, make GLSL link error messages more specific and output
only information relevant to the error.

Also change type printing to more closely reflect GLSL syntax. This
is the default for link error messages, but must me enabled with the
new option --enhanced-msgs for compilation error messages.

Also with --enhanced-msgs, only emit one error message per source
line.
2022-02-01 12:10:08 -07:00

789 lines
38 KiB
Plaintext

iomap.crossStage.2.vert
Shader version: 460
0:? Sequence
0:32 Function Definition: main( ( global void)
0:32 Function Parameters:
0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of float)
0:34 'vgo1' ( smooth out 4-component vector of float)
0:34 Constant:
0:34 0.000000
0:34 0.000000
0:34 0.000000
0:34 0.000000
0:35 move second child to first child ( temp 2-component vector of float)
0:35 'vgo2' ( smooth out 2-component vector of float)
0:35 Constant:
0:35 0.000000
0:35 0.000000
0:36 move second child to first child ( temp 4-component vector of float)
0:36 o3: direct index for structure ( out 4-component vector of float)
0:36 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3})
0:36 Constant:
0:36 0 (const uint)
0:36 Constant:
0:36 0.000000
0:36 0.000000
0:36 0.000000
0:36 0.000000
0:? Linker Objects
0:? 'vgo1' ( smooth out 4-component vector of float)
0:? 'vgo2' ( smooth out 2-component vector of float)
0:? 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3})
0:? 'u1' ( uniform 2-component vector of float)
0:? 'u2' ( uniform 3-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'u3' ( uniform 4-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'um2' ( uniform 2X2 matrix of float)
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 'glass' (layout( location=0 binding=0) uniform sampler2D)
0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b})
0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float vb1})
0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
iomap.crossStage.2.geom
Shader version: 460
invocations = -1
max_vertices = 3
input primitive = points
output primitive = triangle_strip
0:? Sequence
0:29 Function Definition: main( ( global void)
0:29 Function Parameters:
0:31 Sequence
0:31 Sequence
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'i' ( temp int)
0:31 Constant:
0:31 0 (const int)
0:31 Loop with condition tested first
0:31 Loop Condition
0:31 Compare Less Than ( temp bool)
0:31 'i' ( temp int)
0:31 Constant:
0:31 3 (const int)
0:31 Loop Body
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'gfo1' (layout( stream=0) out 4-component vector of float)
0:32 Constant:
0:32 0.000000
0:32 0.000000
0:32 0.000000
0:32 0.000000
0:33 move second child to first child ( temp 2-component vector of float)
0:33 'gfo2' (layout( stream=0) out 2-component vector of float)
0:33 Constant:
0:33 0.000000
0:33 0.000000
0:34 move second child to first child ( temp 4-component vector of float)
0:34 o3: direct index for structure (layout( stream=0) out 4-component vector of float)
0:34 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3})
0:34 Constant:
0:34 0 (const int)
0:34 o3: direct index for structure ( in 4-component vector of float)
0:34 indirect index (layout( location=5) temp block{ in 4-component vector of float o3})
0:34 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3})
0:34 'i' ( temp int)
0:34 Constant:
0:34 0 (const int)
0:35 EmitVertex ( global void)
0:31 Loop Terminal Expression
0:31 Post-Increment ( temp int)
0:31 'i' ( temp int)
0:37 EndPrimitive ( global void)
0:? Linker Objects
0:? 'vgo1' ( in 1-element array of 4-component vector of float)
0:? 'vgo2' ( in 1-element array of 2-component vector of float)
0:? 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3})
0:? 'gfo1' (layout( stream=0) out 4-component vector of float)
0:? 'gfo2' (layout( stream=0) out 2-component vector of float)
0:? 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3})
0:? 'u1' ( uniform 2-component vector of float)
0:? 'u2' ( uniform 3-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'u3' ( uniform 4-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
iomap.crossStage.2.frag
Shader version: 460
0:? Sequence
0:37 Function Definition: main( ( global void)
0:37 Function Parameters:
0:39 Sequence
0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'color' ( temp 4-component vector of float)
0:39 component-wise multiply ( temp 4-component vector of float)
0:39 component-wise multiply ( temp 4-component vector of float)
0:39 component-wise multiply ( temp 4-component vector of float)
0:39 'gfo1' ( smooth in 4-component vector of float)
0:39 vector swizzle ( temp 4-component vector of float)
0:39 'u1' ( uniform 2-component vector of float)
0:39 Sequence
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 vector swizzle ( temp 4-component vector of float)
0:39 'u2' ( uniform 3-component vector of float)
0:39 Sequence
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 Constant:
0:39 2 (const int)
0:39 Constant:
0:39 0 (const int)
0:39 vector swizzle ( temp 4-component vector of float)
0:39 'u3' ( uniform 4-component vector of float)
0:39 0.000000
0:39 0.000000
0:39 0.000000
0:39 0.000000
0:39 Sequence
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 Constant:
0:39 2 (const int)
0:39 Constant:
0:39 3 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:40 'outColor' ( out 4-component vector of float)
0:40 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( location=5) in block{ in 4-component vector of float o3})
0:? 'gfo1' ( smooth in 4-component vector of float)
0:? 'gfo2' ( smooth in 2-component vector of float)
0:? 'outColor' ( out 4-component vector of float)
0:? 'u1' ( uniform 2-component vector of float)
0:? 'u2' ( uniform 3-component vector of float)
0:? 'u3' ( uniform 4-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'um2' ( uniform 2X2 matrix of float)
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 'glass' (layout( location=0 binding=0) uniform sampler2D)
0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b})
0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float fb1})
0:? 'blockName2' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
Linked vertex stage:
Linked geometry stage:
Linked fragment stage:
WARNING: Linking unknown stage and fragment stages: Matched shader interfaces are using different instance names.
unknown stage stage: Block: crossStageBlock2 Instance: blockName1: ""
fragment stage: Block: crossStageBlock2 Instance: blockName2: ""
Shader version: 460
0:? Sequence
0:32 Function Definition: main( ( global void)
0:32 Function Parameters:
0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of float)
0:34 'vgo1' ( smooth out 4-component vector of float)
0:34 Constant:
0:34 0.000000
0:34 0.000000
0:34 0.000000
0:34 0.000000
0:35 move second child to first child ( temp 2-component vector of float)
0:35 'vgo2' ( smooth out 2-component vector of float)
0:35 Constant:
0:35 0.000000
0:35 0.000000
0:36 move second child to first child ( temp 4-component vector of float)
0:36 o3: direct index for structure ( out 4-component vector of float)
0:36 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3})
0:36 Constant:
0:36 0 (const uint)
0:36 Constant:
0:36 0.000000
0:36 0.000000
0:36 0.000000
0:36 0.000000
0:? Linker Objects
0:? 'vgo1' ( smooth out 4-component vector of float)
0:? 'vgo2' ( smooth out 2-component vector of float)
0:? 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3})
0:? 'u1' ( uniform 2-component vector of float)
0:? 'u2' ( uniform 3-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'u3' ( uniform 4-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'um2' ( uniform 2X2 matrix of float)
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 'glass' (layout( location=0 binding=0) uniform sampler2D)
0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b})
0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float vb1})
0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 460
invocations = 1
max_vertices = 3
input primitive = points
output primitive = triangle_strip
0:? Sequence
0:29 Function Definition: main( ( global void)
0:29 Function Parameters:
0:31 Sequence
0:31 Sequence
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'i' ( temp int)
0:31 Constant:
0:31 0 (const int)
0:31 Loop with condition tested first
0:31 Loop Condition
0:31 Compare Less Than ( temp bool)
0:31 'i' ( temp int)
0:31 Constant:
0:31 3 (const int)
0:31 Loop Body
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'gfo1' (layout( stream=0) out 4-component vector of float)
0:32 Constant:
0:32 0.000000
0:32 0.000000
0:32 0.000000
0:32 0.000000
0:33 move second child to first child ( temp 2-component vector of float)
0:33 'gfo2' (layout( stream=0) out 2-component vector of float)
0:33 Constant:
0:33 0.000000
0:33 0.000000
0:34 move second child to first child ( temp 4-component vector of float)
0:34 o3: direct index for structure (layout( stream=0) out 4-component vector of float)
0:34 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3})
0:34 Constant:
0:34 0 (const int)
0:34 o3: direct index for structure ( in 4-component vector of float)
0:34 indirect index (layout( location=5) temp block{ in 4-component vector of float o3})
0:34 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3})
0:34 'i' ( temp int)
0:34 Constant:
0:34 0 (const int)
0:35 EmitVertex ( global void)
0:31 Loop Terminal Expression
0:31 Post-Increment ( temp int)
0:31 'i' ( temp int)
0:37 EndPrimitive ( global void)
0:? Linker Objects
0:? 'vgo1' ( in 1-element array of 4-component vector of float)
0:? 'vgo2' ( in 1-element array of 2-component vector of float)
0:? 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3})
0:? 'gfo1' (layout( stream=0) out 4-component vector of float)
0:? 'gfo2' (layout( stream=0) out 2-component vector of float)
0:? 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3})
0:? 'u1' ( uniform 2-component vector of float)
0:? 'u2' ( uniform 3-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'u3' ( uniform 4-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
Shader version: 460
0:? Sequence
0:37 Function Definition: main( ( global void)
0:37 Function Parameters:
0:39 Sequence
0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'color' ( temp 4-component vector of float)
0:39 component-wise multiply ( temp 4-component vector of float)
0:39 component-wise multiply ( temp 4-component vector of float)
0:39 component-wise multiply ( temp 4-component vector of float)
0:39 'gfo1' ( smooth in 4-component vector of float)
0:39 vector swizzle ( temp 4-component vector of float)
0:39 'u1' ( uniform 2-component vector of float)
0:39 Sequence
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 vector swizzle ( temp 4-component vector of float)
0:39 'u2' ( uniform 3-component vector of float)
0:39 Sequence
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 Constant:
0:39 2 (const int)
0:39 Constant:
0:39 0 (const int)
0:39 vector swizzle ( temp 4-component vector of float)
0:39 'u3' ( uniform 4-component vector of float)
0:39 0.000000
0:39 0.000000
0:39 0.000000
0:39 0.000000
0:39 Sequence
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 Constant:
0:39 2 (const int)
0:39 Constant:
0:39 3 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:40 'outColor' ( out 4-component vector of float)
0:40 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( location=5) in block{ in 4-component vector of float o3})
0:? 'gfo1' ( smooth in 4-component vector of float)
0:? 'gfo2' ( smooth in 2-component vector of float)
0:? 'outColor' ( out 4-component vector of float)
0:? 'u1' ( uniform 2-component vector of float)
0:? 'u2' ( uniform 3-component vector of float)
0:? 'u3' ( uniform 4-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'um2' ( uniform 2X2 matrix of float)
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 'glass' (layout( location=0 binding=0) uniform sampler2D)
0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b})
0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float fb1})
0:? 'blockName2' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 56
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 9 14 18 54 55
Source GLSL 460
Name 4 "main"
Name 9 "vgo1"
Name 14 "vgo2"
Name 16 "outBlock"
MemberName 16(outBlock) 0 "o3"
Name 18 ""
Name 23 "u1"
Name 27 "u2"
Name 29 "u3"
Name 36 "um2"
Name 40 "glass"
Name 41 "crossStageBlock1"
MemberName 41(crossStageBlock1) 0 "a"
MemberName 41(crossStageBlock1) 1 "b"
Name 43 ""
Name 44 "vertOnlyBlock"
MemberName 44(vertOnlyBlock) 0 "vb1"
Name 46 ""
Name 47 "crossStageBlock2"
MemberName 47(crossStageBlock2) 0 "a"
MemberName 47(crossStageBlock2) 1 "b"
Name 52 "blockName1"
Name 54 "gl_VertexID"
Name 55 "gl_InstanceID"
Decorate 9(vgo1) Location 0
Decorate 14(vgo2) Location 1
Decorate 16(outBlock) Block
Decorate 18 Location 5
Decorate 23(u1) Location 1
Decorate 23(u1) DescriptorSet 0
Decorate 27(u2) Location 2
Decorate 27(u2) DescriptorSet 0
Decorate 29(u3) Location 3
Decorate 29(u3) DescriptorSet 0
Decorate 36(um2) Location 4
Decorate 36(um2) DescriptorSet 0
Decorate 40(glass) Location 0
Decorate 40(glass) DescriptorSet 0
Decorate 40(glass) Binding 0
MemberDecorate 41(crossStageBlock1) 0 Offset 0
MemberDecorate 41(crossStageBlock1) 1 Offset 16
Decorate 41(crossStageBlock1) Block
Decorate 43 DescriptorSet 0
Decorate 43 Binding 0
MemberDecorate 44(vertOnlyBlock) 0 Offset 0
Decorate 44(vertOnlyBlock) BufferBlock
Decorate 46 DescriptorSet 0
Decorate 46 Binding 0
MemberDecorate 47(crossStageBlock2) 0 Offset 0
MemberDecorate 47(crossStageBlock2) 1 Offset 16
Decorate 47(crossStageBlock2) Block
Decorate 52(blockName1) DescriptorSet 0
Decorate 52(blockName1) Binding 0
Decorate 54(gl_VertexID) BuiltIn VertexId
Decorate 55(gl_InstanceID) BuiltIn InstanceId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(vgo1): 8(ptr) Variable Output
10: 6(float) Constant 0
11: 7(fvec4) ConstantComposite 10 10 10 10
12: TypeVector 6(float) 2
13: TypePointer Output 12(fvec2)
14(vgo2): 13(ptr) Variable Output
15: 12(fvec2) ConstantComposite 10 10
16(outBlock): TypeStruct 7(fvec4)
17: TypePointer Output 16(outBlock)
18: 17(ptr) Variable Output
19: TypeInt 32 1
20: 19(int) Constant 0
22: TypePointer UniformConstant 12(fvec2)
23(u1): 22(ptr) Variable UniformConstant
24: TypeVector 6(float) 3
25: 24(fvec3) ConstantComposite 10 10 10
26: TypePointer UniformConstant 24(fvec3)
27(u2): 26(ptr) Variable UniformConstant 25
28: TypePointer UniformConstant 7(fvec4)
29(u3): 28(ptr) Variable UniformConstant 11
30: TypeMatrix 12(fvec2) 2
31: 6(float) Constant 1082130432
32: 12(fvec2) ConstantComposite 31 10
33: 12(fvec2) ConstantComposite 10 31
34: 30 ConstantComposite 32 33
35: TypePointer UniformConstant 30
36(um2): 35(ptr) Variable UniformConstant 34
37: TypeImage 6(float) 2D sampled format:Unknown
38: TypeSampledImage 37
39: TypePointer UniformConstant 38
40(glass): 39(ptr) Variable UniformConstant
41(crossStageBlock1): TypeStruct 7(fvec4) 7(fvec4)
42: TypePointer Uniform 41(crossStageBlock1)
43: 42(ptr) Variable Uniform
44(vertOnlyBlock): TypeStruct 12(fvec2)
45: TypePointer Uniform 44(vertOnlyBlock)
46: 45(ptr) Variable Uniform
47(crossStageBlock2): TypeStruct 7(fvec4) 12(fvec2)
48: TypeInt 32 0
49: 48(int) Constant 2
50: TypeArray 47(crossStageBlock2) 49
51: TypePointer Uniform 50
52(blockName1): 51(ptr) Variable Uniform
53: TypePointer Input 19(int)
54(gl_VertexID): 53(ptr) Variable Input
55(gl_InstanceID): 53(ptr) Variable Input
4(main): 2 Function None 3
5: Label
Store 9(vgo1) 11
Store 14(vgo2) 15
21: 8(ptr) AccessChain 18 20
Store 21 11
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 65
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 22 27 31 37 48 51
ExecutionMode 4 InputPoints
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 3
Source GLSL 460
Name 4 "main"
Name 8 "i"
Name 22 "gfo1"
Name 27 "gfo2"
Name 29 "outBlock"
MemberName 29(outBlock) 0 "o3"
Name 31 "gf_out"
Name 32 "outBlock"
MemberName 32(outBlock) 0 "o3"
Name 37 "inBlock"
Name 48 "vgo1"
Name 51 "vgo2"
Name 53 "u1"
Name 57 "u2"
Name 59 "u3"
Name 60 "crossStageBlock2"
MemberName 60(crossStageBlock2) 0 "a"
MemberName 60(crossStageBlock2) 1 "b"
Name 64 "blockName1"
Decorate 22(gfo1) Location 0
Decorate 27(gfo2) Location 1
Decorate 29(outBlock) Block
Decorate 31(gf_out) Location 5
Decorate 32(outBlock) Block
Decorate 37(inBlock) Location 5
Decorate 48(vgo1) Location 0
Decorate 51(vgo2) Location 1
Decorate 53(u1) Location 1
Decorate 53(u1) DescriptorSet 0
Decorate 57(u2) Location 2
Decorate 57(u2) DescriptorSet 0
Decorate 59(u3) Location 3
Decorate 59(u3) DescriptorSet 0
MemberDecorate 60(crossStageBlock2) 0 Offset 0
MemberDecorate 60(crossStageBlock2) 1 Offset 16
Decorate 60(crossStageBlock2) Block
Decorate 64(blockName1) DescriptorSet 0
Decorate 64(blockName1) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypePointer Function 6(int)
9: 6(int) Constant 0
16: 6(int) Constant 3
17: TypeBool
19: TypeFloat 32
20: TypeVector 19(float) 4
21: TypePointer Output 20(fvec4)
22(gfo1): 21(ptr) Variable Output
23: 19(float) Constant 0
24: 20(fvec4) ConstantComposite 23 23 23 23
25: TypeVector 19(float) 2
26: TypePointer Output 25(fvec2)
27(gfo2): 26(ptr) Variable Output
28: 25(fvec2) ConstantComposite 23 23
29(outBlock): TypeStruct 20(fvec4)
30: TypePointer Output 29(outBlock)
31(gf_out): 30(ptr) Variable Output
32(outBlock): TypeStruct 20(fvec4)
33: TypeInt 32 0
34: 33(int) Constant 1
35: TypeArray 32(outBlock) 34
36: TypePointer Input 35
37(inBlock): 36(ptr) Variable Input
39: TypePointer Input 20(fvec4)
44: 6(int) Constant 1
46: TypeArray 20(fvec4) 34
47: TypePointer Input 46
48(vgo1): 47(ptr) Variable Input
49: TypeArray 25(fvec2) 34
50: TypePointer Input 49
51(vgo2): 50(ptr) Variable Input
52: TypePointer UniformConstant 25(fvec2)
53(u1): 52(ptr) Variable UniformConstant
54: TypeVector 19(float) 3
55: 54(fvec3) ConstantComposite 23 23 23
56: TypePointer UniformConstant 54(fvec3)
57(u2): 56(ptr) Variable UniformConstant 55
58: TypePointer UniformConstant 20(fvec4)
59(u3): 58(ptr) Variable UniformConstant 24
60(crossStageBlock2): TypeStruct 20(fvec4) 25(fvec2)
61: 33(int) Constant 2
62: TypeArray 60(crossStageBlock2) 61
63: TypePointer Uniform 62
64(blockName1): 63(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label
8(i): 7(ptr) Variable Function
Store 8(i) 9
Branch 10
10: Label
LoopMerge 12 13 None
Branch 14
14: Label
15: 6(int) Load 8(i)
18: 17(bool) SLessThan 15 16
BranchConditional 18 11 12
11: Label
Store 22(gfo1) 24
Store 27(gfo2) 28
38: 6(int) Load 8(i)
40: 39(ptr) AccessChain 37(inBlock) 38 9
41: 20(fvec4) Load 40
42: 21(ptr) AccessChain 31(gf_out) 9
Store 42 41
EmitVertex
Branch 13
13: Label
43: 6(int) Load 8(i)
45: 6(int) IAdd 43 44
Store 8(i) 45
Branch 10
12: Label
EndPrimitive
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 62
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 11 32 36 38
ExecutionMode 4 OriginLowerLeft
Source GLSL 460
Name 4 "main"
Name 9 "color"
Name 11 "gfo1"
Name 15 "u1"
Name 21 "u2"
Name 28 "u3"
Name 32 "outColor"
Name 34 "outBlock"
MemberName 34(outBlock) 0 "o3"
Name 36 ""
Name 38 "gfo2"
Name 45 "um2"
Name 49 "glass"
Name 50 "crossStageBlock1"
MemberName 50(crossStageBlock1) 0 "a"
MemberName 50(crossStageBlock1) 1 "b"
Name 52 ""
Name 53 "fragOnlyBlock"
MemberName 53(fragOnlyBlock) 0 "fb1"
Name 55 ""
Name 56 "crossStageBlock2"
MemberName 56(crossStageBlock2) 0 "a"
MemberName 56(crossStageBlock2) 1 "b"
Name 61 "blockName2"
Decorate 11(gfo1) Location 0
Decorate 15(u1) Location 1
Decorate 15(u1) DescriptorSet 0
Decorate 21(u2) Location 2
Decorate 21(u2) DescriptorSet 0
Decorate 28(u3) Location 3
Decorate 28(u3) DescriptorSet 0
Decorate 32(outColor) Location 0
Decorate 34(outBlock) Block
Decorate 36 Location 5
Decorate 38(gfo2) Location 1
Decorate 45(um2) Location 4
Decorate 45(um2) DescriptorSet 0
Decorate 49(glass) Location 0
Decorate 49(glass) DescriptorSet 0
Decorate 49(glass) Binding 0
MemberDecorate 50(crossStageBlock1) 0 Offset 0
MemberDecorate 50(crossStageBlock1) 1 Offset 16
Decorate 50(crossStageBlock1) Block
Decorate 52 DescriptorSet 0
Decorate 52 Binding 0
MemberDecorate 53(fragOnlyBlock) 0 Offset 0
Decorate 53(fragOnlyBlock) BufferBlock
Decorate 55 DescriptorSet 0
Decorate 55 Binding 0
MemberDecorate 56(crossStageBlock2) 0 Offset 0
MemberDecorate 56(crossStageBlock2) 1 Offset 16
Decorate 56(crossStageBlock2) Block
Decorate 61(blockName2) DescriptorSet 0
Decorate 61(blockName2) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
10: TypePointer Input 7(fvec4)
11(gfo1): 10(ptr) Variable Input
13: TypeVector 6(float) 2
14: TypePointer UniformConstant 13(fvec2)
15(u1): 14(ptr) Variable UniformConstant
19: TypeVector 6(float) 3
20: TypePointer UniformConstant 19(fvec3)
21(u2): 20(ptr) Variable UniformConstant
25: 6(float) Constant 0
26: 7(fvec4) ConstantComposite 25 25 25 25
27: TypePointer UniformConstant 7(fvec4)
28(u3): 27(ptr) Variable UniformConstant 26
31: TypePointer Output 7(fvec4)
32(outColor): 31(ptr) Variable Output
34(outBlock): TypeStruct 7(fvec4)
35: TypePointer Input 34(outBlock)
36: 35(ptr) Variable Input
37: TypePointer Input 13(fvec2)
38(gfo2): 37(ptr) Variable Input
39: TypeMatrix 13(fvec2) 2
40: 6(float) Constant 1082130432
41: 13(fvec2) ConstantComposite 40 25
42: 13(fvec2) ConstantComposite 25 40
43: 39 ConstantComposite 41 42
44: TypePointer UniformConstant 39
45(um2): 44(ptr) Variable UniformConstant 43
46: TypeImage 6(float) 2D sampled format:Unknown
47: TypeSampledImage 46
48: TypePointer UniformConstant 47
49(glass): 48(ptr) Variable UniformConstant
50(crossStageBlock1): TypeStruct 7(fvec4) 7(fvec4)
51: TypePointer Uniform 50(crossStageBlock1)
52: 51(ptr) Variable Uniform
53(fragOnlyBlock): TypeStruct 13(fvec2)
54: TypePointer Uniform 53(fragOnlyBlock)
55: 54(ptr) Variable Uniform
56(crossStageBlock2): TypeStruct 7(fvec4) 13(fvec2)
57: TypeInt 32 0
58: 57(int) Constant 2
59: TypeArray 56(crossStageBlock2) 58
60: TypePointer Uniform 59
61(blockName2): 60(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label
9(color): 8(ptr) Variable Function
12: 7(fvec4) Load 11(gfo1)
16: 13(fvec2) Load 15(u1)
17: 7(fvec4) VectorShuffle 16 16 0 1 0 1
18: 7(fvec4) FMul 12 17
22: 19(fvec3) Load 21(u2)
23: 7(fvec4) VectorShuffle 22 22 0 1 2 0
24: 7(fvec4) FMul 18 23
29: 7(fvec4) Load 28(u3)
30: 7(fvec4) FMul 24 29
Store 9(color) 30
33: 7(fvec4) Load 9(color)
Store 32(outColor) 33
Return
FunctionEnd