hlsl.struct.split.array.geom Shader version: 500 invocations = -1 max_vertices = 4 input primitive = points output primitive = triangle_strip 0:? Sequence 0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void) 0:13 Function Parameters: 0:13 'v' ( in 1-element array of uint) 0:13 'OutputStream' ( out structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:? Sequence 0:16 Sequence 0:16 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:16 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:16 Constant: 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0 (const uint) 0:18 Sequence 0:18 move second child to first child ( temp int) 0:18 'x' ( temp int) 0:18 Constant: 0:18 0 (const int) 0:18 Loop with condition tested first 0:18 Loop Condition 0:18 Compare Less Than ( temp bool) 0:18 'x' ( temp int) 0:18 Constant: 0:18 2 (const int) 0:18 Loop Body 0:19 Sequence 0:19 move second child to first child ( temp int) 0:19 'y' ( temp int) 0:19 Constant: 0:19 0 (const int) 0:19 Loop with condition tested first 0:19 Loop Condition 0:19 Compare Less Than ( temp bool) 0:19 'y' ( temp int) 0:19 Constant: 0:19 2 (const int) 0:19 Loop Body 0:20 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:20 indirect index ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:20 indirect index ( temp 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:20 'Verts' ( temp 2-element array of 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:20 'x' ( temp int) 0:20 'y' ( temp int) 0:20 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:19 Loop Terminal Expression 0:19 Pre-Increment ( temp int) 0:19 'y' ( temp int) 0:18 Loop Terminal Expression 0:18 Pre-Increment ( temp int) 0:18 'x' ( temp int) 0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 move second child to first child ( temp 1-element array of uint) 0:? 'v' ( temp 1-element array of uint) 0:? 'v' (layout( location=0) in 1-element array of uint) 0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void) 0:? 'v' ( temp 1-element array of uint) 0:? 'OutputStream' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:? Linker Objects 0:? 'v' (layout( location=0) in 1-element array of uint) 0:? 'OutputStream.Pos' ( out 4-component vector of float Position) 0:? 'OutputStream.TexCoord' (layout( location=0) out 2-component vector of float) 0:? 'OutputStream.TerrainPos' (layout( location=1) out 3-component vector of float) 0:? 'OutputStream.VertexID' (layout( location=2) out uint) Linked geometry stage: Shader version: 500 invocations = 1 max_vertices = 4 input primitive = points output primitive = triangle_strip 0:? Sequence 0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void) 0:13 Function Parameters: 0:13 'v' ( in 1-element array of uint) 0:13 'OutputStream' ( out structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:? Sequence 0:16 Sequence 0:16 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:16 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:16 Constant: 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0 (const uint) 0:18 Sequence 0:18 move second child to first child ( temp int) 0:18 'x' ( temp int) 0:18 Constant: 0:18 0 (const int) 0:18 Loop with condition tested first 0:18 Loop Condition 0:18 Compare Less Than ( temp bool) 0:18 'x' ( temp int) 0:18 Constant: 0:18 2 (const int) 0:18 Loop Body 0:19 Sequence 0:19 move second child to first child ( temp int) 0:19 'y' ( temp int) 0:19 Constant: 0:19 0 (const int) 0:19 Loop with condition tested first 0:19 Loop Condition 0:19 Compare Less Than ( temp bool) 0:19 'y' ( temp int) 0:19 Constant: 0:19 2 (const int) 0:19 Loop Body 0:20 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:20 indirect index ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:20 indirect index ( temp 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:20 'Verts' ( temp 2-element array of 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:20 'x' ( temp int) 0:20 'y' ( temp int) 0:20 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:19 Loop Terminal Expression 0:19 Pre-Increment ( temp int) 0:19 'y' ( temp int) 0:18 Loop Terminal Expression 0:18 Pre-Increment ( temp int) 0:18 'x' ( temp int) 0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 move second child to first child ( temp 1-element array of uint) 0:? 'v' ( temp 1-element array of uint) 0:? 'v' (layout( location=0) in 1-element array of uint) 0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void) 0:? 'v' ( temp 1-element array of uint) 0:? 'OutputStream' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID}) 0:? Linker Objects 0:? 'v' (layout( location=0) in 1-element array of uint) 0:? 'OutputStream.Pos' ( out 4-component vector of float Position) 0:? 'OutputStream.TexCoord' (layout( location=0) out 2-component vector of float) 0:? 'OutputStream.TerrainPos' (layout( location=1) out 3-component vector of float) 0:? 'OutputStream.VertexID' (layout( location=2) out uint) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 82 Capability Geometry 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Geometry 4 "main" 66 75 77 79 81 ExecutionMode 4 InputPoints ExecutionMode 4 Invocations 1 ExecutionMode 4 OutputTriangleStrip ExecutionMode 4 OutputVertices 4 Source HLSL 500 Name 4 "main" Name 14 "PSInput" MemberName 14(PSInput) 0 "Pos" MemberName 14(PSInput) 1 "TexCoord" MemberName 14(PSInput) 2 "TerrainPos" MemberName 14(PSInput) 3 "VertexID" Name 19 "@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;" Name 17 "v" Name 18 "OutputStream" Name 21 "Out" Name 30 "x" Name 41 "y" Name 54 "Verts" Name 64 "v" Name 66 "v" Name 68 "OutputStream" Name 69 "param" Name 71 "param" Name 75 "OutputStream.Pos" Name 77 "OutputStream.TexCoord" Name 79 "OutputStream.TerrainPos" Name 81 "OutputStream.VertexID" Decorate 66(v) Location 0 Decorate 75(OutputStream.Pos) BuiltIn Position Decorate 77(OutputStream.TexCoord) Location 0 Decorate 79(OutputStream.TerrainPos) Location 1 Decorate 81(OutputStream.VertexID) Location 2 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 0 7: 6(int) Constant 1 8: TypeArray 6(int) 7 9: TypePointer Function 8 10: TypeFloat 32 11: TypeVector 10(float) 4 12: TypeVector 10(float) 2 13: TypeVector 10(float) 3 14(PSInput): TypeStruct 11(fvec4) 12(fvec2) 13(fvec3) 6(int) 15: TypePointer Function 14(PSInput) 16: TypeFunction 2 9(ptr) 15(ptr) 22: 10(float) Constant 0 23: 11(fvec4) ConstantComposite 22 22 22 22 24: 12(fvec2) ConstantComposite 22 22 25: 13(fvec3) ConstantComposite 22 22 22 26: 6(int) Constant 0 27: 14(PSInput) ConstantComposite 23 24 25 26 28: TypeInt 32 1 29: TypePointer Function 28(int) 31: 28(int) Constant 0 38: 28(int) Constant 2 39: TypeBool 49: 6(int) Constant 3 50: TypeArray 14(PSInput) 49 51: 6(int) Constant 2 52: TypeArray 50 51 53: TypePointer Function 52 60: 28(int) Constant 1 65: TypePointer Input 8 66(v): 65(ptr) Variable Input 74: TypePointer Output 11(fvec4) 75(OutputStream.Pos): 74(ptr) Variable Output 76: TypePointer Output 12(fvec2) 77(OutputStream.TexCoord): 76(ptr) Variable Output 78: TypePointer Output 13(fvec3) 79(OutputStream.TerrainPos): 78(ptr) Variable Output 80: TypePointer Output 6(int) 81(OutputStream.VertexID): 80(ptr) Variable Output 4(main): 2 Function None 3 5: Label 64(v): 9(ptr) Variable Function 68(OutputStream): 15(ptr) Variable Function 69(param): 9(ptr) Variable Function 71(param): 15(ptr) Variable Function 67: 8 Load 66(v) Store 64(v) 67 70: 8 Load 64(v) Store 69(param) 70 72: 2 FunctionCall 19(@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;) 69(param) 71(param) 73: 14(PSInput) Load 71(param) Store 68(OutputStream) 73 Return FunctionEnd 19(@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;): 2 Function None 16 17(v): 9(ptr) FunctionParameter 18(OutputStream): 15(ptr) FunctionParameter 20: Label 21(Out): 15(ptr) Variable Function 30(x): 29(ptr) Variable Function 41(y): 29(ptr) Variable Function 54(Verts): 53(ptr) Variable Function Store 21(Out) 27 Store 30(x) 31 Branch 32 32: Label LoopMerge 34 35 None Branch 36 36: Label 37: 28(int) Load 30(x) 40: 39(bool) SLessThan 37 38 BranchConditional 40 33 34 33: Label Store 41(y) 31 Branch 42 42: Label LoopMerge 44 45 None Branch 46 46: Label 47: 28(int) Load 41(y) 48: 39(bool) SLessThan 47 38 BranchConditional 48 43 44 43: Label 55: 28(int) Load 30(x) 56: 28(int) Load 41(y) 57: 14(PSInput) Load 21(Out) 58: 15(ptr) AccessChain 54(Verts) 55 56 Store 58 57 Branch 45 45: Label 59: 28(int) Load 41(y) 61: 28(int) IAdd 59 60 Store 41(y) 61 Branch 42 44: Label Branch 35 35: Label 62: 28(int) Load 30(x) 63: 28(int) IAdd 62 60 Store 30(x) 63 Branch 32 34: Label Return FunctionEnd