1hlsl.intrinsics.promote.down.frag 2Shader version: 500 3gl_FragCoord origin is upper left 40:? Sequence 50:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 60:15 Function Parameters: 70:? Sequence 80:16 Sequence 90:16 move second child to first child ( temp uint) 100:16 'r00' ( temp uint) 110:16 bitCount ( temp uint) 120:16 Convert float to uint ( temp uint) 130:16 f: direct index for structure ( uniform float) 140:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 150:16 Constant: 160:16 2 (const uint) 170:17 Sequence 180:17 move second child to first child ( temp 2-component vector of uint) 190:17 'r01' ( temp 2-component vector of uint) 200:17 bitFieldReverse ( temp 2-component vector of uint) 210:17 Convert float to uint ( temp 2-component vector of uint) 220:17 f2: direct index for structure ( uniform 2-component vector of float) 230:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 240:17 Constant: 250:17 6 (const uint) 260:20 move second child to first child ( temp 4-component vector of float) 270:20 color: direct index for structure ( temp 4-component vector of float) 280:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 290:20 Constant: 300:20 0 (const int) 310:? Constant: 320:? 0.000000 330:? 0.000000 340:? 0.000000 350:? 0.000000 360:21 Branch: Return with expression 370:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 380:15 Function Definition: main( ( temp void) 390:15 Function Parameters: 400:? Sequence 410:15 Sequence 420:15 move second child to first child ( temp 4-component vector of float) 430:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 440:15 color: direct index for structure ( temp 4-component vector of float) 450:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 460:15 Constant: 470:15 0 (const int) 480:? Linker Objects 490:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 500:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 51 52 53Linked fragment stage: 54 55 56Shader version: 500 57gl_FragCoord origin is upper left 580:? Sequence 590:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 600:15 Function Parameters: 610:? Sequence 620:16 Sequence 630:16 move second child to first child ( temp uint) 640:16 'r00' ( temp uint) 650:16 bitCount ( temp uint) 660:16 Convert float to uint ( temp uint) 670:16 f: direct index for structure ( uniform float) 680:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 690:16 Constant: 700:16 2 (const uint) 710:17 Sequence 720:17 move second child to first child ( temp 2-component vector of uint) 730:17 'r01' ( temp 2-component vector of uint) 740:17 bitFieldReverse ( temp 2-component vector of uint) 750:17 Convert float to uint ( temp 2-component vector of uint) 760:17 f2: direct index for structure ( uniform 2-component vector of float) 770:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 780:17 Constant: 790:17 6 (const uint) 800:20 move second child to first child ( temp 4-component vector of float) 810:20 color: direct index for structure ( temp 4-component vector of float) 820:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 830:20 Constant: 840:20 0 (const int) 850:? Constant: 860:? 0.000000 870:? 0.000000 880:? 0.000000 890:? 0.000000 900:21 Branch: Return with expression 910:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 920:15 Function Definition: main( ( temp void) 930:15 Function Parameters: 940:? Sequence 950:15 Sequence 960:15 move second child to first child ( temp 4-component vector of float) 970:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 980:15 color: direct index for structure ( temp 4-component vector of float) 990:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 1000:15 Constant: 1010:15 0 (const int) 1020:? Linker Objects 1030:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 1040:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 105 106// Module Version 10000 107// Generated by (magic number): 80007 108// Id's are bound by 50 109 110 Capability Shader 111 1: ExtInstImport "GLSL.std.450" 112 MemoryModel Logical GLSL450 113 EntryPoint Fragment 4 "main" 47 114 ExecutionMode 4 OriginUpperLeft 115 Source HLSL 500 116 Name 4 "main" 117 Name 8 "PS_OUTPUT" 118 MemberName 8(PS_OUTPUT) 0 "color" 119 Name 10 "@main(" 120 Name 14 "r00" 121 Name 19 "$Global" 122 MemberName 19($Global) 0 "i" 123 MemberName 19($Global) 1 "u" 124 MemberName 19($Global) 2 "f" 125 MemberName 19($Global) 3 "b" 126 MemberName 19($Global) 4 "i2" 127 MemberName 19($Global) 5 "u2" 128 MemberName 19($Global) 6 "f2" 129 MemberName 19($Global) 7 "b2" 130 Name 21 "" 131 Name 29 "r01" 132 Name 37 "ps_output" 133 Name 47 "@entryPointOutput.color" 134 MemberDecorate 19($Global) 0 Offset 0 135 MemberDecorate 19($Global) 1 Offset 4 136 MemberDecorate 19($Global) 2 Offset 8 137 MemberDecorate 19($Global) 3 Offset 12 138 MemberDecorate 19($Global) 4 Offset 16 139 MemberDecorate 19($Global) 5 Offset 24 140 MemberDecorate 19($Global) 6 Offset 32 141 MemberDecorate 19($Global) 7 Offset 40 142 Decorate 19($Global) Block 143 Decorate 21 DescriptorSet 0 144 Decorate 21 Binding 0 145 Decorate 47(@entryPointOutput.color) Location 0 146 2: TypeVoid 147 3: TypeFunction 2 148 6: TypeFloat 32 149 7: TypeVector 6(float) 4 150 8(PS_OUTPUT): TypeStruct 7(fvec4) 151 9: TypeFunction 8(PS_OUTPUT) 152 12: TypeInt 32 0 153 13: TypePointer Function 12(int) 154 15: TypeInt 32 1 155 16: TypeVector 15(int) 2 156 17: TypeVector 12(int) 2 157 18: TypeVector 6(float) 2 158 19($Global): TypeStruct 15(int) 12(int) 6(float) 12(int) 16(ivec2) 17(ivec2) 18(fvec2) 17(ivec2) 159 20: TypePointer Uniform 19($Global) 160 21: 20(ptr) Variable Uniform 161 22: 15(int) Constant 2 162 23: TypePointer Uniform 6(float) 163 28: TypePointer Function 17(ivec2) 164 30: 15(int) Constant 6 165 31: TypePointer Uniform 18(fvec2) 166 36: TypePointer Function 8(PS_OUTPUT) 167 38: 15(int) Constant 0 168 39: 6(float) Constant 0 169 40: 7(fvec4) ConstantComposite 39 39 39 39 170 41: TypePointer Function 7(fvec4) 171 46: TypePointer Output 7(fvec4) 17247(@entryPointOutput.color): 46(ptr) Variable Output 173 4(main): 2 Function None 3 174 5: Label 175 48:8(PS_OUTPUT) FunctionCall 10(@main() 176 49: 7(fvec4) CompositeExtract 48 0 177 Store 47(@entryPointOutput.color) 49 178 Return 179 FunctionEnd 180 10(@main():8(PS_OUTPUT) Function None 9 181 11: Label 182 14(r00): 13(ptr) Variable Function 183 29(r01): 28(ptr) Variable Function 184 37(ps_output): 36(ptr) Variable Function 185 24: 23(ptr) AccessChain 21 22 186 25: 6(float) Load 24 187 26: 12(int) ConvertFToU 25 188 27: 12(int) BitCount 26 189 Store 14(r00) 27 190 32: 31(ptr) AccessChain 21 30 191 33: 18(fvec2) Load 32 192 34: 17(ivec2) ConvertFToU 33 193 35: 17(ivec2) BitReverse 34 194 Store 29(r01) 35 195 42: 41(ptr) AccessChain 37(ps_output) 38 196 Store 42 40 197 43:8(PS_OUTPUT) Load 37(ps_output) 198 ReturnValue 43 199 FunctionEnd 200