hlsl.gather.array.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of float) 0:29 'txval20' ( temp 4-component vector of float) 0:29 textureGather ( temp 4-component vector of float) 0:29 Construct combined texture-sampler ( temp sampler2DArray) 0:29 'g_tTex2df4a' ( uniform texture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:30 Sequence 0:30 move second child to first child ( temp 4-component vector of int) 0:30 'txval21' ( temp 4-component vector of int) 0:30 textureGather ( temp 4-component vector of int) 0:30 Construct combined texture-sampler ( temp isampler2DArray) 0:30 'g_tTex2di4a' ( uniform itexture2DArray) 0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of uint) 0:31 'txval22' ( temp 4-component vector of uint) 0:31 textureGather ( temp 4-component vector of uint) 0:31 Construct combined texture-sampler ( temp usampler2DArray) 0:31 'g_tTex2du4a' ( uniform utexture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) 0:35 textureGather ( temp 4-component vector of float) 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) 0:36 textureGather ( temp 4-component vector of int) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) 0:37 textureGather ( temp 4-component vector of uint) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:? 1.000000 0:39 move second child to first child ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1.000000 0:39 1.000000 0:39 1.000000 0:39 1.000000 0:40 move second child to first child ( temp float) 0:40 Depth: direct index for structure ( temp float) 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression 0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence 0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:24 Color: direct index for structure ( temp 4-component vector of float) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) 0:24 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:24 Depth: direct index for structure ( temp float) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:? 'g_tTex1df4' (layout( binding=0) 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:? '@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 using depth_any 0:? Sequence 0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of float) 0:29 'txval20' ( temp 4-component vector of float) 0:29 textureGather ( temp 4-component vector of float) 0:29 Construct combined texture-sampler ( temp sampler2DArray) 0:29 'g_tTex2df4a' ( uniform texture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:30 Sequence 0:30 move second child to first child ( temp 4-component vector of int) 0:30 'txval21' ( temp 4-component vector of int) 0:30 textureGather ( temp 4-component vector of int) 0:30 Construct combined texture-sampler ( temp isampler2DArray) 0:30 'g_tTex2di4a' ( uniform itexture2DArray) 0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of uint) 0:31 'txval22' ( temp 4-component vector of uint) 0:31 textureGather ( temp 4-component vector of uint) 0:31 Construct combined texture-sampler ( temp usampler2DArray) 0:31 'g_tTex2du4a' ( uniform utexture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) 0:35 textureGather ( temp 4-component vector of float) 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) 0:36 textureGather ( temp 4-component vector of int) 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:? 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) 0:37 textureGather ( temp 4-component vector of uint) 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:? 1.000000 0:39 move second child to first child ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1.000000 0:39 1.000000 0:39 1.000000 0:39 1.000000 0:40 move second child to first child ( temp float) 0:40 Depth: direct index for structure ( temp float) 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Branch: Return with expression 0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence 0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:24 Color: direct index for structure ( temp 4-component vector of float) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) 0:24 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:24 Depth: direct index for structure ( temp float) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:? 'g_tTex1df4' (layout( binding=0) 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:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 124 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 107 111 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing 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 "txval20" Name 16 "g_tTex2df4a" Name 20 "g_sSamp" Name 34 "txval21" Name 37 "g_tTex2di4a" Name 49 "txval22" Name 52 "g_tTex2du4a" Name 61 "txval40" Name 64 "g_tTexcdf4a" Name 71 "txval41" Name 74 "g_tTexcdi4a" Name 81 "txval42" Name 84 "g_tTexcdu4a" Name 95 "psout" Name 104 "flattenTemp" Name 107 "@entryPointOutput.Color" Name 111 "@entryPointOutput.Depth" Name 116 "g_tTex1df4a" Name 117 "g_tTex1df4" Name 120 "g_tTex1di4a" Name 123 "g_tTex1du4a" Decorate 16(g_tTex2df4a) DescriptorSet 0 Decorate 16(g_tTex2df4a) Binding 2 Decorate 20(g_sSamp) DescriptorSet 0 Decorate 20(g_sSamp) Binding 0 Decorate 37(g_tTex2di4a) DescriptorSet 0 Decorate 37(g_tTex2di4a) Binding 3 Decorate 52(g_tTex2du4a) DescriptorSet 0 Decorate 52(g_tTex2du4a) Binding 4 Decorate 64(g_tTexcdf4a) DescriptorSet 0 Decorate 64(g_tTexcdf4a) Binding 5 Decorate 74(g_tTexcdi4a) DescriptorSet 0 Decorate 74(g_tTexcdi4a) Binding 6 Decorate 84(g_tTexcdu4a) DescriptorSet 0 Decorate 84(g_tTexcdu4a) Binding 7 Decorate 107(@entryPointOutput.Color) Location 0 Decorate 111(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 116(g_tTex1df4a) DescriptorSet 0 Decorate 116(g_tTex1df4a) Binding 1 Decorate 117(g_tTex1df4) DescriptorSet 0 Decorate 117(g_tTex1df4) Binding 0 Decorate 120(g_tTex1di4a) DescriptorSet 0 Decorate 120(g_tTex1di4a) Binding 0 Decorate 123(g_tTex1du4a) DescriptorSet 0 Decorate 123(g_tTex1du4a) Binding 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 7(fvec4) 14: TypeImage 6(float) 2D array sampled format:Unknown 15: TypePointer UniformConstant 14 16(g_tTex2df4a): 15(ptr) Variable UniformConstant 18: TypeSampler 19: TypePointer UniformConstant 18 20(g_sSamp): 19(ptr) Variable UniformConstant 22: TypeSampledImage 14 24: TypeVector 6(float) 3 25: 6(float) Constant 1036831949 26: 6(float) Constant 1045220557 27: 6(float) Constant 1050253722 28: 24(fvec3) ConstantComposite 25 26 27 29: TypeInt 32 1 30: 29(int) Constant 0 32: TypeVector 29(int) 4 33: TypePointer Function 32(ivec4) 35: TypeImage 29(int) 2D array sampled format:Unknown 36: TypePointer UniformConstant 35 37(g_tTex2di4a): 36(ptr) Variable UniformConstant 40: TypeSampledImage 35 42: 6(float) Constant 1053609165 43: 6(float) Constant 1056964608 44: 24(fvec3) ConstantComposite 27 42 43 46: TypeInt 32 0 47: TypeVector 46(int) 4 48: TypePointer Function 47(ivec4) 50: TypeImage 46(int) 2D array sampled format:Unknown 51: TypePointer UniformConstant 50 52(g_tTex2du4a): 51(ptr) Variable UniformConstant 55: TypeSampledImage 50 57: 6(float) Constant 1058642330 58: 6(float) Constant 1060320051 59: 24(fvec3) ConstantComposite 43 57 58 62: TypeImage 6(float) Cube array sampled format:Unknown 63: TypePointer UniformConstant 62 64(g_tTexcdf4a): 63(ptr) Variable UniformConstant 67: TypeSampledImage 62 69: 7(fvec4) ConstantComposite 25 26 27 42 72: TypeImage 29(int) Cube array sampled format:Unknown 73: TypePointer UniformConstant 72 74(g_tTexcdi4a): 73(ptr) Variable UniformConstant 77: TypeSampledImage 72 79: 7(fvec4) ConstantComposite 42 43 57 58 82: TypeImage 46(int) Cube array sampled format:Unknown 83: TypePointer UniformConstant 82 84(g_tTexcdu4a): 83(ptr) Variable UniformConstant 87: TypeSampledImage 82 89: 6(float) Constant 1061997773 90: 6(float) Constant 1063675494 91: 6(float) Constant 1065353216 92: 7(fvec4) ConstantComposite 58 89 90 91 94: TypePointer Function 8(PS_OUTPUT) 96: 7(fvec4) ConstantComposite 91 91 91 91 98: 29(int) Constant 1 99: TypePointer Function 6(float) 106: TypePointer Output 7(fvec4) 107(@entryPointOutput.Color): 106(ptr) Variable Output 110: TypePointer Output 6(float) 111(@entryPointOutput.Depth): 110(ptr) Variable Output 114: TypeImage 6(float) 1D array sampled format:Unknown 115: TypePointer UniformConstant 114 116(g_tTex1df4a): 115(ptr) Variable UniformConstant 117(g_tTex1df4): 115(ptr) Variable UniformConstant 118: TypeImage 29(int) 1D array sampled format:Unknown 119: TypePointer UniformConstant 118 120(g_tTex1di4a): 119(ptr) Variable UniformConstant 121: TypeImage 46(int) 1D array sampled format:Unknown 122: TypePointer UniformConstant 121 123(g_tTex1du4a): 122(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 104(flattenTemp): 94(ptr) Variable Function 105:8(PS_OUTPUT) FunctionCall 10(@main() Store 104(flattenTemp) 105 108: 12(ptr) AccessChain 104(flattenTemp) 30 109: 7(fvec4) Load 108 Store 107(@entryPointOutput.Color) 109 112: 99(ptr) AccessChain 104(flattenTemp) 98 113: 6(float) Load 112 Store 111(@entryPointOutput.Depth) 113 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(txval20): 12(ptr) Variable Function 34(txval21): 33(ptr) Variable Function 49(txval22): 48(ptr) Variable Function 61(txval40): 12(ptr) Variable Function 71(txval41): 33(ptr) Variable Function 81(txval42): 48(ptr) Variable Function 95(psout): 94(ptr) Variable Function 17: 14 Load 16(g_tTex2df4a) 21: 18 Load 20(g_sSamp) 23: 22 SampledImage 17 21 31: 7(fvec4) ImageGather 23 28 30 Store 13(txval20) 31 38: 35 Load 37(g_tTex2di4a) 39: 18 Load 20(g_sSamp) 41: 40 SampledImage 38 39 45: 32(ivec4) ImageGather 41 44 30 Store 34(txval21) 45 53: 50 Load 52(g_tTex2du4a) 54: 18 Load 20(g_sSamp) 56: 55 SampledImage 53 54 60: 47(ivec4) ImageGather 56 59 30 Store 49(txval22) 60 65: 62 Load 64(g_tTexcdf4a) 66: 18 Load 20(g_sSamp) 68: 67 SampledImage 65 66 70: 7(fvec4) ImageGather 68 69 30 Store 61(txval40) 70 75: 72 Load 74(g_tTexcdi4a) 76: 18 Load 20(g_sSamp) 78: 77 SampledImage 75 76 80: 32(ivec4) ImageGather 78 79 30 Store 71(txval41) 80 85: 82 Load 84(g_tTexcdu4a) 86: 18 Load 20(g_sSamp) 88: 87 SampledImage 85 86 93: 47(ivec4) ImageGather 88 92 30 Store 81(txval42) 93 97: 12(ptr) AccessChain 95(psout) 30 Store 97 96 100: 99(ptr) AccessChain 95(psout) 98 Store 100 91 101:8(PS_OUTPUT) Load 95(psout) ReturnValue 101 FunctionEnd