hlsl.intrinsics.promote.down.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:15 Function Parameters: 0:? Sequence 0:16 Sequence 0:16 move second child to first child ( temp uint) 0:16 'r00' ( temp uint) 0:16 bitCount ( temp uint) 0:16 Convert float to uint ( temp uint) 0:16 f: direct index for structure ( uniform float) 0:16 '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}) 0:16 Constant: 0:16 2 (const uint) 0:17 Sequence 0:17 move second child to first child ( temp 2-component vector of uint) 0:17 'r01' ( temp 2-component vector of uint) 0:17 bitFieldReverse ( temp 2-component vector of uint) 0:17 Convert float to uint ( temp 2-component vector of uint) 0:17 f2: direct index for structure ( uniform 2-component vector of float) 0:17 '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}) 0:17 Constant: 0:17 6 (const uint) 0:20 move second child to first child ( temp 4-component vector of float) 0:20 color: direct index for structure ( temp 4-component vector of float) 0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:21 Branch: Return with expression 0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 0:15 color: direct index for structure ( temp 4-component vector of float) 0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:15 Constant: 0:15 0 (const int) 0:? Linker Objects 0:? '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}) 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:15 Function Parameters: 0:? Sequence 0:16 Sequence 0:16 move second child to first child ( temp uint) 0:16 'r00' ( temp uint) 0:16 bitCount ( temp uint) 0:16 Convert float to uint ( temp uint) 0:16 f: direct index for structure ( uniform float) 0:16 '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}) 0:16 Constant: 0:16 2 (const uint) 0:17 Sequence 0:17 move second child to first child ( temp 2-component vector of uint) 0:17 'r01' ( temp 2-component vector of uint) 0:17 bitFieldReverse ( temp 2-component vector of uint) 0:17 Convert float to uint ( temp 2-component vector of uint) 0:17 f2: direct index for structure ( uniform 2-component vector of float) 0:17 '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}) 0:17 Constant: 0:17 6 (const uint) 0:20 move second child to first child ( temp 4-component vector of float) 0:20 color: direct index for structure ( temp 4-component vector of float) 0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:21 Branch: Return with expression 0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 0:15 color: direct index for structure ( temp 4-component vector of float) 0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:15 Constant: 0:15 0 (const int) 0:? Linker Objects 0:? '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}) 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 50 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 47 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "color" Name 10 "@main(" Name 14 "r00" Name 19 "$Global" MemberName 19($Global) 0 "i" MemberName 19($Global) 1 "u" MemberName 19($Global) 2 "f" MemberName 19($Global) 3 "b" MemberName 19($Global) 4 "i2" MemberName 19($Global) 5 "u2" MemberName 19($Global) 6 "f2" MemberName 19($Global) 7 "b2" Name 21 "" Name 29 "r01" Name 37 "ps_output" Name 47 "@entryPointOutput.color" MemberDecorate 19($Global) 0 Offset 0 MemberDecorate 19($Global) 1 Offset 4 MemberDecorate 19($Global) 2 Offset 8 MemberDecorate 19($Global) 3 Offset 12 MemberDecorate 19($Global) 4 Offset 16 MemberDecorate 19($Global) 5 Offset 24 MemberDecorate 19($Global) 6 Offset 32 MemberDecorate 19($Global) 7 Offset 40 Decorate 19($Global) Block Decorate 21 DescriptorSet 0 Decorate 21 Binding 0 Decorate 47(@entryPointOutput.color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 9: TypeFunction 8(PS_OUTPUT) 12: TypeInt 32 0 13: TypePointer Function 12(int) 15: TypeInt 32 1 16: TypeVector 15(int) 2 17: TypeVector 12(int) 2 18: TypeVector 6(float) 2 19($Global): TypeStruct 15(int) 12(int) 6(float) 12(int) 16(ivec2) 17(ivec2) 18(fvec2) 17(ivec2) 20: TypePointer Uniform 19($Global) 21: 20(ptr) Variable Uniform 22: 15(int) Constant 2 23: TypePointer Uniform 6(float) 28: TypePointer Function 17(ivec2) 30: 15(int) Constant 6 31: TypePointer Uniform 18(fvec2) 36: TypePointer Function 8(PS_OUTPUT) 38: 15(int) Constant 0 39: 6(float) Constant 0 40: 7(fvec4) ConstantComposite 39 39 39 39 41: TypePointer Function 7(fvec4) 46: TypePointer Output 7(fvec4) 47(@entryPointOutput.color): 46(ptr) Variable Output 4(main): 2 Function None 3 5: Label 48:8(PS_OUTPUT) FunctionCall 10(@main() 49: 7(fvec4) CompositeExtract 48 0 Store 47(@entryPointOutput.color) 49 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 14(r00): 13(ptr) Variable Function 29(r01): 28(ptr) Variable Function 37(ps_output): 36(ptr) Variable Function 24: 23(ptr) AccessChain 21 22 25: 6(float) Load 24 26: 12(int) ConvertFToU 25 27: 12(int) BitCount 26 Store 14(r00) 27 32: 31(ptr) AccessChain 21 30 33: 18(fvec2) Load 32 34: 17(ivec2) ConvertFToU 33 35: 17(ivec2) BitReverse 34 Store 29(r01) 35 42: 41(ptr) AccessChain 37(ps_output) 38 Store 42 40 43:8(PS_OUTPUT) Load 37(ps_output) ReturnValue 43 FunctionEnd