glslang/Test/baseResults/hlsl.load.array.dx10.frag.out
John Kessenich d3f1122a44 Whole stack: Fix stale types in the AST linker object nodes, fixing #557.
Rationalizes the entire tracking of the linker object nodes, effecting
GLSL, HLSL, and SPIR-V, to allow tracked objects to be fully edited before
their type snapshot for linker objects.

Should only effect things when the rest of the AST contained no reference to
the symbol, because normal AST nodes were not stale. Also will only effect such
objects when their types were edited.
2016-11-05 10:22:33 -06:00

617 lines
40 KiB
Plaintext

hlsl.load.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:52 '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})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 1 (const int)
0:52 direct index (temp int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:52 '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})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:53 '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})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 direct index (temp int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:53 '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})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:54 '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})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 direct index (temp int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:54 '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})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:57 '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})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 2 (const int)
0:57 direct index (temp int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:57 '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})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:58 '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})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 Constant:
0:58 2 (const int)
0:58 direct index (temp int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:58 '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})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:59 '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})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 Constant:
0:59 2 (const int)
0:59 direct index (temp int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:59 '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})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
0:67 Color: direct index for structure (temp 4-component vector of float)
0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:67 Constant:
0:67 0 (const int)
0:67 Constant:
0:67 1.000000
0:67 1.000000
0:67 1.000000
0:67 1.000000
0:68 move second child to first child (temp float)
0:68 Depth: direct index for structure (temp float)
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 1.000000
0:70 Sequence
0:70 Sequence
0:70 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:70 Color: direct index for structure (temp 4-component vector of float)
0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:70 Constant:
0:70 0 (const int)
0:70 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:70 Depth: direct index for structure (temp float)
0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:70 Constant:
0:70 1 (const int)
0:70 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
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 texture1DArray)
0:? 'g_tTex1di4a' (uniform itexture1DArray)
0:? 'g_tTex1du4a' (uniform utexture1DArray)
0:? 'g_tTex2df4a' (uniform texture2DArray)
0:? 'g_tTex2di4a' (uniform itexture2DArray)
0:? 'g_tTex2du4a' (uniform utexture2DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:52 '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})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 1 (const int)
0:52 direct index (temp int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:52 '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})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:53 '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})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 direct index (temp int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:53 '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})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:54 '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})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 direct index (temp int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:54 '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})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:57 '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})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 2 (const int)
0:57 direct index (temp int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:57 '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})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:58 '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})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 Constant:
0:58 2 (const int)
0:58 direct index (temp int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:58 '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})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:59 '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})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 Constant:
0:59 2 (const int)
0:59 direct index (temp int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:59 '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})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
0:67 Color: direct index for structure (temp 4-component vector of float)
0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:67 Constant:
0:67 0 (const int)
0:67 Constant:
0:67 1.000000
0:67 1.000000
0:67 1.000000
0:67 1.000000
0:68 move second child to first child (temp float)
0:68 Depth: direct index for structure (temp float)
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 1.000000
0:70 Sequence
0:70 Sequence
0:70 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:70 Color: direct index for structure (temp 4-component vector of float)
0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:70 Constant:
0:70 0 (const int)
0:70 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:70 Depth: direct index for structure (temp float)
0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:70 Constant:
0:70 1 (const int)
0:70 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
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 texture1DArray)
0:? 'g_tTex1di4a' (uniform itexture1DArray)
0:? 'g_tTex1du4a' (uniform utexture1DArray)
0:? 'g_tTex2df4a' (uniform texture2DArray)
0:? 'g_tTex2di4a' (uniform itexture2DArray)
0:? 'g_tTex2du4a' (uniform utexture2DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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 152
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 96 100
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "g_tTex1df4a"
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($Global) 7 "o4"
Name 17 ""
Name 32 "g_tTex1di4a"
Name 42 "g_tTex1du4a"
Name 53 "g_tTex2df4a"
Name 66 "g_tTex2di4a"
Name 76 "g_tTex2du4a"
Name 84 "PS_OUTPUT"
MemberName 84(PS_OUTPUT) 0 "Color"
MemberName 84(PS_OUTPUT) 1 "Depth"
Name 86 "psout"
Name 96 "Color"
Name 100 "Depth"
Name 106 "g_sSamp"
Name 109 "g_tTex1df4"
Name 112 "g_tTex1di4"
Name 115 "g_tTex1du4"
Name 118 "g_tTex2df4"
Name 121 "g_tTex2di4"
Name 124 "g_tTex2du4"
Name 127 "g_tTex3df4"
Name 130 "g_tTex3di4"
Name 133 "g_tTex3du4"
Name 136 "g_tTexcdf4"
Name 139 "g_tTexcdi4"
Name 142 "g_tTexcdu4"
Name 145 "g_tTexcdf4a"
Name 148 "g_tTexcdi4a"
Name 151 "g_tTexcdu4a"
Decorate 9(g_tTex1df4a) DescriptorSet 0
MemberDecorate 15($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 32(g_tTex1di4a) DescriptorSet 0
Decorate 42(g_tTex1du4a) DescriptorSet 0
Decorate 53(g_tTex2df4a) DescriptorSet 0
Decorate 66(g_tTex2di4a) DescriptorSet 0
Decorate 76(g_tTex2du4a) DescriptorSet 0
Decorate 96(Color) Location 0
Decorate 100(Depth) BuiltIn FragDepth
Decorate 106(g_sSamp) DescriptorSet 0
Decorate 106(g_sSamp) Binding 0
Decorate 109(g_tTex1df4) DescriptorSet 0
Decorate 109(g_tTex1df4) Binding 0
Decorate 112(g_tTex1di4) DescriptorSet 0
Decorate 115(g_tTex1du4) DescriptorSet 0
Decorate 118(g_tTex2df4) DescriptorSet 0
Decorate 121(g_tTex2di4) DescriptorSet 0
Decorate 124(g_tTex2du4) DescriptorSet 0
Decorate 127(g_tTex3df4) DescriptorSet 0
Decorate 130(g_tTex3di4) DescriptorSet 0
Decorate 133(g_tTex3du4) DescriptorSet 0
Decorate 136(g_tTexcdf4) DescriptorSet 0
Decorate 139(g_tTexcdi4) DescriptorSet 0
Decorate 142(g_tTexcdu4) DescriptorSet 0
Decorate 145(g_tTexcdf4a) DescriptorSet 0
Decorate 148(g_tTexcdi4a) DescriptorSet 0
Decorate 151(g_tTexcdu4a) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeImage 6(float) 1D array sampled format:Unknown
8: TypePointer UniformConstant 7
9(g_tTex1df4a): 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 2
19: TypePointer Uniform 13(ivec3)
23: TypeInt 32 0
24: 23(int) Constant 2
25: TypePointer Uniform 11(int)
28: TypeVector 6(float) 4
30: TypeImage 11(int) 1D array sampled format:Unknown
31: TypePointer UniformConstant 30
32(g_tTex1di4a): 31(ptr) Variable UniformConstant
40: TypeImage 23(int) 1D array sampled format:Unknown
41: TypePointer UniformConstant 40
42(g_tTex1du4a): 41(ptr) Variable UniformConstant
49: TypeVector 23(int) 4
51: TypeImage 6(float) 2D array sampled format:Unknown
52: TypePointer UniformConstant 51
53(g_tTex2df4a): 52(ptr) Variable UniformConstant
55: 11(int) Constant 3
56: TypePointer Uniform 14(ivec4)
60: 23(int) Constant 3
64: TypeImage 11(int) 2D array sampled format:Unknown
65: TypePointer UniformConstant 64
66(g_tTex2di4a): 65(ptr) Variable UniformConstant
74: TypeImage 23(int) 2D array sampled format:Unknown
75: TypePointer UniformConstant 74
76(g_tTex2du4a): 75(ptr) Variable UniformConstant
84(PS_OUTPUT): TypeStruct 28(fvec4) 6(float)
85: TypePointer Function 84(PS_OUTPUT)
87: 11(int) Constant 0
88: 6(float) Constant 1065353216
89: 28(fvec4) ConstantComposite 88 88 88 88
90: TypePointer Function 28(fvec4)
92: 11(int) Constant 1
93: TypePointer Function 6(float)
95: TypePointer Output 28(fvec4)
96(Color): 95(ptr) Variable Output
99: TypePointer Output 6(float)
100(Depth): 99(ptr) Variable Output
104: TypeSampler
105: TypePointer UniformConstant 104
106(g_sSamp): 105(ptr) Variable UniformConstant
107: TypeImage 6(float) 1D sampled format:Unknown
108: TypePointer UniformConstant 107
109(g_tTex1df4): 108(ptr) Variable UniformConstant
110: TypeImage 11(int) 1D sampled format:Unknown
111: TypePointer UniformConstant 110
112(g_tTex1di4): 111(ptr) Variable UniformConstant
113: TypeImage 23(int) 1D sampled format:Unknown
114: TypePointer UniformConstant 113
115(g_tTex1du4): 114(ptr) Variable UniformConstant
116: TypeImage 6(float) 2D sampled format:Unknown
117: TypePointer UniformConstant 116
118(g_tTex2df4): 117(ptr) Variable UniformConstant
119: TypeImage 11(int) 2D sampled format:Unknown
120: TypePointer UniformConstant 119
121(g_tTex2di4): 120(ptr) Variable UniformConstant
122: TypeImage 23(int) 2D sampled format:Unknown
123: TypePointer UniformConstant 122
124(g_tTex2du4): 123(ptr) Variable UniformConstant
125: TypeImage 6(float) 3D sampled format:Unknown
126: TypePointer UniformConstant 125
127(g_tTex3df4): 126(ptr) Variable UniformConstant
128: TypeImage 11(int) 3D sampled format:Unknown
129: TypePointer UniformConstant 128
130(g_tTex3di4): 129(ptr) Variable UniformConstant
131: TypeImage 23(int) 3D sampled format:Unknown
132: TypePointer UniformConstant 131
133(g_tTex3du4): 132(ptr) Variable UniformConstant
134: TypeImage 6(float) Cube sampled format:Unknown
135: TypePointer UniformConstant 134
136(g_tTexcdf4): 135(ptr) Variable UniformConstant
137: TypeImage 11(int) Cube sampled format:Unknown
138: TypePointer UniformConstant 137
139(g_tTexcdi4): 138(ptr) Variable UniformConstant
140: TypeImage 23(int) Cube sampled format:Unknown
141: TypePointer UniformConstant 140
142(g_tTexcdu4): 141(ptr) Variable UniformConstant
143: TypeImage 6(float) Cube array sampled format:Unknown
144: TypePointer UniformConstant 143
145(g_tTexcdf4a): 144(ptr) Variable UniformConstant
146: TypeImage 11(int) Cube array sampled format:Unknown
147: TypePointer UniformConstant 146
148(g_tTexcdi4a): 147(ptr) Variable UniformConstant
149: TypeImage 23(int) Cube array sampled format:Unknown
150: TypePointer UniformConstant 149
151(g_tTexcdu4a): 150(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
86(psout): 85(ptr) Variable Function
10: 7 Load 9(g_tTex1df4a)
20: 19(ptr) AccessChain 17 18
21: 13(ivec3) Load 20
22: 12(ivec2) VectorShuffle 21 21 0 1
26: 25(ptr) AccessChain 17 18 24
27: 11(int) Load 26
29: 28(fvec4) ImageFetch 10 22 Lod 27
33: 30 Load 32(g_tTex1di4a)
34: 19(ptr) AccessChain 17 18
35: 13(ivec3) Load 34
36: 12(ivec2) VectorShuffle 35 35 0 1
37: 25(ptr) AccessChain 17 18 24
38: 11(int) Load 37
39: 14(ivec4) ImageFetch 33 36 Lod 38
43: 40 Load 42(g_tTex1du4a)
44: 19(ptr) AccessChain 17 18
45: 13(ivec3) Load 44
46: 12(ivec2) VectorShuffle 45 45 0 1
47: 25(ptr) AccessChain 17 18 24
48: 11(int) Load 47
50: 49(ivec4) ImageFetch 43 46 Lod 48
54: 51 Load 53(g_tTex2df4a)
57: 56(ptr) AccessChain 17 55
58: 14(ivec4) Load 57
59: 13(ivec3) VectorShuffle 58 58 0 1 2
61: 25(ptr) AccessChain 17 55 60
62: 11(int) Load 61
63: 28(fvec4) ImageFetch 54 59 Lod 62
67: 64 Load 66(g_tTex2di4a)
68: 56(ptr) AccessChain 17 55
69: 14(ivec4) Load 68
70: 13(ivec3) VectorShuffle 69 69 0 1 2
71: 25(ptr) AccessChain 17 55 60
72: 11(int) Load 71
73: 14(ivec4) ImageFetch 67 70 Lod 72
77: 74 Load 76(g_tTex2du4a)
78: 56(ptr) AccessChain 17 55
79: 14(ivec4) Load 78
80: 13(ivec3) VectorShuffle 79 79 0 1 2
81: 25(ptr) AccessChain 17 55 60
82: 11(int) Load 81
83: 49(ivec4) ImageFetch 77 80 Lod 82
91: 90(ptr) AccessChain 86(psout) 87
Store 91 89
94: 93(ptr) AccessChain 86(psout) 92
Store 94 88
97: 90(ptr) AccessChain 86(psout) 87
98: 28(fvec4) Load 97
Store 96(Color) 98
101: 93(ptr) AccessChain 86(psout) 92
102: 6(float) Load 101
Store 100(Depth) 102
Return
FunctionEnd