hlsl.earlydepthstencil.frag Shader version: 500 gl_FragCoord origin is upper left using early_fragment_tests 0:? Sequence 0:8 Function Definition: @main(struct-InputStruct-vf41; ( temp uint) 0:8 Function Parameters: 0:8 'input' ( in structure{ temp 4-component vector of float Position}) 0:? Sequence 0:10 move second child to first child ( temp uint) 0:10 'oldVal' ( temp uint) 0:10 imageAtomicExchange ( temp uint) 0:10 'Values' (layout( r32ui) uniform uimage2D) 0:? Construct uvec2 ( temp 2-component vector of uint) 0:10 Convert float to uint ( temp uint) 0:10 direct index ( temp float) 0:10 Position: direct index for structure ( temp 4-component vector of float) 0:10 'input' ( in structure{ temp 4-component vector of float Position}) 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 0 (const int) 0:10 Convert float to uint ( temp uint) 0:10 direct index ( temp float) 0:10 Position: direct index for structure ( temp 4-component vector of float) 0:10 'input' ( in structure{ temp 4-component vector of float Position}) 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 1 (const uint) 0:11 Branch: Return with expression 0:11 'oldVal' ( temp uint) 0:8 Function Definition: main( ( temp void) 0:8 Function Parameters: 0:? Sequence 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 Position: direct index for structure ( temp 4-component vector of float) 0:? 'input' ( temp structure{ temp 4-component vector of float Position}) 0:8 Constant: 0:8 0 (const int) 0:? 'input.Position' ( in 4-component vector of float FragCoord) 0:8 move second child to first child ( temp uint) 0:? '@entryPointOutput' (layout( location=0) out uint) 0:8 Function Call: @main(struct-InputStruct-vf41; ( temp uint) 0:? 'input' ( temp structure{ temp 4-component vector of float Position}) 0:? Linker Objects 0:? 'Values' (layout( r32ui) uniform uimage2D) 0:? '@entryPointOutput' (layout( location=0) out uint) 0:? 'input.Position' ( in 4-component vector of float FragCoord) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left using early_fragment_tests 0:? Sequence 0:8 Function Definition: @main(struct-InputStruct-vf41; ( temp uint) 0:8 Function Parameters: 0:8 'input' ( in structure{ temp 4-component vector of float Position}) 0:? Sequence 0:10 move second child to first child ( temp uint) 0:10 'oldVal' ( temp uint) 0:10 imageAtomicExchange ( temp uint) 0:10 'Values' (layout( r32ui) uniform uimage2D) 0:? Construct uvec2 ( temp 2-component vector of uint) 0:10 Convert float to uint ( temp uint) 0:10 direct index ( temp float) 0:10 Position: direct index for structure ( temp 4-component vector of float) 0:10 'input' ( in structure{ temp 4-component vector of float Position}) 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 0 (const int) 0:10 Convert float to uint ( temp uint) 0:10 direct index ( temp float) 0:10 Position: direct index for structure ( temp 4-component vector of float) 0:10 'input' ( in structure{ temp 4-component vector of float Position}) 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 1 (const uint) 0:11 Branch: Return with expression 0:11 'oldVal' ( temp uint) 0:8 Function Definition: main( ( temp void) 0:8 Function Parameters: 0:? Sequence 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 Position: direct index for structure ( temp 4-component vector of float) 0:? 'input' ( temp structure{ temp 4-component vector of float Position}) 0:8 Constant: 0:8 0 (const int) 0:? 'input.Position' ( in 4-component vector of float FragCoord) 0:8 move second child to first child ( temp uint) 0:? '@entryPointOutput' (layout( location=0) out uint) 0:8 Function Call: @main(struct-InputStruct-vf41; ( temp uint) 0:? 'input' ( temp structure{ temp 4-component vector of float Position}) 0:? Linker Objects 0:? 'Values' (layout( r32ui) uniform uimage2D) 0:? '@entryPointOutput' (layout( location=0) out uint) 0:? 'input.Position' ( in 4-component vector of float FragCoord) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 50 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 41 46 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 EarlyFragmentTests Source HLSL 500 Name 4 "main" Name 8 "InputStruct" MemberName 8(InputStruct) 0 "Position" Name 13 "@main(struct-InputStruct-vf41;" Name 12 "input" Name 16 "oldVal" Name 19 "Values" Name 39 "input" Name 41 "input.Position" Name 46 "@entryPointOutput" Name 47 "param" Decorate 19(Values) DescriptorSet 0 Decorate 19(Values) Binding 0 Decorate 41(input.Position) BuiltIn FragCoord Decorate 46(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(InputStruct): TypeStruct 7(fvec4) 9: TypePointer Function 8(InputStruct) 10: TypeInt 32 0 11: TypeFunction 10(int) 9(ptr) 15: TypePointer Function 10(int) 17: TypeImage 10(int) 2D nonsampled format:R32ui 18: TypePointer UniformConstant 17 19(Values): 18(ptr) Variable UniformConstant 20: TypeInt 32 1 21: 20(int) Constant 0 22: 10(int) Constant 0 23: TypePointer Function 6(float) 27: 10(int) Constant 1 31: TypeVector 10(int) 2 33: TypePointer Image 10(int) 40: TypePointer Input 7(fvec4) 41(input.Position): 40(ptr) Variable Input 43: TypePointer Function 7(fvec4) 45: TypePointer Output 10(int) 46(@entryPointOutput): 45(ptr) Variable Output 4(main): 2 Function None 3 5: Label 39(input): 9(ptr) Variable Function 47(param): 9(ptr) Variable Function 42: 7(fvec4) Load 41(input.Position) 44: 43(ptr) AccessChain 39(input) 21 Store 44 42 48:8(InputStruct) Load 39(input) Store 47(param) 48 49: 10(int) FunctionCall 13(@main(struct-InputStruct-vf41;) 47(param) Store 46(@entryPointOutput) 49 Return FunctionEnd 13(@main(struct-InputStruct-vf41;): 10(int) Function None 11 12(input): 9(ptr) FunctionParameter 14: Label 16(oldVal): 15(ptr) Variable Function 24: 23(ptr) AccessChain 12(input) 21 22 25: 6(float) Load 24 26: 10(int) ConvertFToU 25 28: 23(ptr) AccessChain 12(input) 21 27 29: 6(float) Load 28 30: 10(int) ConvertFToU 29 32: 31(ivec2) CompositeConstruct 26 30 34: 33(ptr) ImageTexelPointer 19(Values) 32 22 35: 10(int) AtomicExchange 34 27 22 27 Store 16(oldVal) 35 36: 10(int) Load 16(oldVal) ReturnValue 36 FunctionEnd