hlsl.load.buffer.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 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of float) 0:28 'r00' ( temp 4-component vector of float) 0:28 textureFetch ( temp 4-component vector of float) 0:28 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 0:28 c1: direct index for structure ( uniform int) 0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:28 Constant: 0:28 0 (const uint) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of int) 0:29 'r01' ( temp 4-component vector of int) 0:29 textureFetch ( temp 4-component vector of int) 0:29 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 0:29 c1: direct index for structure ( uniform int) 0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:29 Constant: 0:29 0 (const uint) 0:30 Sequence 0:30 move second child to first child ( temp 4-component vector of uint) 0:30 'r02' ( temp 4-component vector of uint) 0:30 textureFetch ( temp 4-component vector of uint) 0:30 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 0:30 c1: direct index for structure ( uniform int) 0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:30 Constant: 0:30 0 (const uint) 0:34 move second child to first child ( temp 4-component vector of float) 0:34 Color: direct index for structure ( temp 4-component vector of float) 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: 0:34 1.000000 0:34 1.000000 0:34 1.000000 0:34 1.000000 0:35 move second child to first child ( temp float) 0:35 Depth: direct index for structure ( temp float) 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: 0:35 1.000000 0:37 Branch: Return with expression 0:37 '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_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer) 0:? 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 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 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of float) 0:28 'r00' ( temp 4-component vector of float) 0:28 textureFetch ( temp 4-component vector of float) 0:28 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 0:28 c1: direct index for structure ( uniform int) 0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:28 Constant: 0:28 0 (const uint) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of int) 0:29 'r01' ( temp 4-component vector of int) 0:29 textureFetch ( temp 4-component vector of int) 0:29 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 0:29 c1: direct index for structure ( uniform int) 0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:29 Constant: 0:29 0 (const uint) 0:30 Sequence 0:30 move second child to first child ( temp 4-component vector of uint) 0:30 'r02' ( temp 4-component vector of uint) 0:30 textureFetch ( temp 4-component vector of uint) 0:30 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 0:30 c1: direct index for structure ( uniform int) 0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:30 Constant: 0:30 0 (const uint) 0:34 move second child to first child ( temp 4-component vector of float) 0:34 Color: direct index for structure ( temp 4-component vector of float) 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: 0:34 1.000000 0:34 1.000000 0:34 1.000000 0:34 1.000000 0:35 move second child to first child ( temp float) 0:35 Depth: direct index for structure ( temp float) 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: 0:35 1.000000 0:37 Branch: Return with expression 0:37 '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_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer) 0:? 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 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 72 Capability Shader Capability SampledBuffer 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 64 68 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 "r00" Name 16 "g_tTexbf4" Name 22 "$Global" MemberName 22($Global) 0 "c1" MemberName 22($Global) 1 "c2" MemberName 22($Global) 2 "c3" MemberName 22($Global) 3 "c4" MemberName 22($Global) 4 "o1" MemberName 22($Global) 5 "o2" MemberName 22($Global) 6 "o3" MemberName 22($Global) 7 "o4" Name 24 "" Name 31 "r01" Name 34 "g_tTexbi4" Name 42 "r02" Name 45 "g_tTexbu4" Name 51 "psout" Name 61 "flattenTemp" Name 64 "@entryPointOutput.Color" Name 68 "@entryPointOutput.Depth" Name 71 "g_tTexbf4_test" Decorate 16(g_tTexbf4) DescriptorSet 0 Decorate 16(g_tTexbf4) Binding 1 MemberDecorate 22($Global) 0 Offset 0 MemberDecorate 22($Global) 1 Offset 8 MemberDecorate 22($Global) 2 Offset 16 MemberDecorate 22($Global) 3 Offset 32 MemberDecorate 22($Global) 4 Offset 48 MemberDecorate 22($Global) 5 Offset 56 MemberDecorate 22($Global) 6 Offset 64 MemberDecorate 22($Global) 7 Offset 80 Decorate 22($Global) Block Decorate 24 DescriptorSet 0 Decorate 24 Binding 4 Decorate 34(g_tTexbi4) DescriptorSet 0 Decorate 34(g_tTexbi4) Binding 2 Decorate 45(g_tTexbu4) DescriptorSet 0 Decorate 45(g_tTexbu4) Binding 3 Decorate 64(@entryPointOutput.Color) Location 0 Decorate 68(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 71(g_tTexbf4_test) DescriptorSet 0 Decorate 71(g_tTexbf4_test) 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) Buffer sampled format:Rgba32f 15: TypePointer UniformConstant 14 16(g_tTexbf4): 15(ptr) Variable UniformConstant 18: TypeInt 32 1 19: TypeVector 18(int) 2 20: TypeVector 18(int) 3 21: TypeVector 18(int) 4 22($Global): TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 23: TypePointer Uniform 22($Global) 24: 23(ptr) Variable Uniform 25: 18(int) Constant 0 26: TypePointer Uniform 18(int) 30: TypePointer Function 21(ivec4) 32: TypeImage 18(int) Buffer sampled format:Rgba32i 33: TypePointer UniformConstant 32 34(g_tTexbi4): 33(ptr) Variable UniformConstant 39: TypeInt 32 0 40: TypeVector 39(int) 4 41: TypePointer Function 40(ivec4) 43: TypeImage 39(int) Buffer sampled format:Rgba32ui 44: TypePointer UniformConstant 43 45(g_tTexbu4): 44(ptr) Variable UniformConstant 50: TypePointer Function 8(PS_OUTPUT) 52: 6(float) Constant 1065353216 53: 7(fvec4) ConstantComposite 52 52 52 52 55: 18(int) Constant 1 56: TypePointer Function 6(float) 63: TypePointer Output 7(fvec4) 64(@entryPointOutput.Color): 63(ptr) Variable Output 67: TypePointer Output 6(float) 68(@entryPointOutput.Depth): 67(ptr) Variable Output 71(g_tTexbf4_test): 15(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 61(flattenTemp): 50(ptr) Variable Function 62:8(PS_OUTPUT) FunctionCall 10(@main() Store 61(flattenTemp) 62 65: 12(ptr) AccessChain 61(flattenTemp) 25 66: 7(fvec4) Load 65 Store 64(@entryPointOutput.Color) 66 69: 56(ptr) AccessChain 61(flattenTemp) 55 70: 6(float) Load 69 Store 68(@entryPointOutput.Depth) 70 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(r00): 12(ptr) Variable Function 31(r01): 30(ptr) Variable Function 42(r02): 41(ptr) Variable Function 51(psout): 50(ptr) Variable Function 17: 14 Load 16(g_tTexbf4) 27: 26(ptr) AccessChain 24 25 28: 18(int) Load 27 29: 7(fvec4) ImageFetch 17 28 Store 13(r00) 29 35: 32 Load 34(g_tTexbi4) 36: 26(ptr) AccessChain 24 25 37: 18(int) Load 36 38: 21(ivec4) ImageFetch 35 37 Store 31(r01) 38 46: 43 Load 45(g_tTexbu4) 47: 26(ptr) AccessChain 24 25 48: 18(int) Load 47 49: 40(ivec4) ImageFetch 46 48 Store 42(r02) 49 54: 12(ptr) AccessChain 51(psout) 25 Store 54 53 57: 56(ptr) AccessChain 51(psout) 55 Store 57 52 58:8(PS_OUTPUT) Load 51(psout) ReturnValue 58 FunctionEnd