hlsl.structbuffer.append.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:7 Function Definition: @main(u1; ( temp 4-component vector of float) 0:7 Function Parameters: 0:7 'pos' ( in uint) 0:? Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:8 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) 0:8 'sbuf_a' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:8 Constant: 0:8 0 (const uint) 0:8 AtomicAdd ( temp uint) 0:8 @count: direct index for structure ( temp uint) 0:8 'sbuf_a@count' (layout( row_major std430) buffer block{layout( row_major std430) buffer uint @count}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 1 (const uint) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:10 Branch: Return with expression 0:10 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) 0:10 'sbuf_c' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:10 Constant: 0:10 0 (const uint) 0:10 add ( temp uint) 0:10 AtomicAdd ( temp uint) 0:10 @count: direct index for structure ( temp uint) 0:10 'sbuf_c@count' (layout( row_major std430) buffer block{layout( row_major std430) buffer uint @count}) 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 4294967295 (const uint) 0:10 Constant: 0:10 -1 (const int) 0:7 Function Definition: main( ( temp void) 0:7 Function Parameters: 0:? Sequence 0:7 move second child to first child ( temp uint) 0:? 'pos' ( temp uint) 0:? 'pos' (layout( location=0) flat in uint) 0:7 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:7 Function Call: @main(u1; ( temp 4-component vector of float) 0:? 'pos' ( temp uint) 0:? Linker Objects 0:? 'sbuf_a' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:? 'sbuf_a@count' (layout( row_major std430) buffer block{layout( row_major std430) buffer uint @count}) 0:? 'sbuf_c' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:? 'sbuf_c@count' (layout( row_major std430) buffer block{layout( row_major std430) buffer uint @count}) 0:? 'sbuf_unused' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'pos' (layout( location=0) flat in uint) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:7 Function Definition: @main(u1; ( temp 4-component vector of float) 0:7 Function Parameters: 0:7 'pos' ( in uint) 0:? Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:8 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) 0:8 'sbuf_a' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:8 Constant: 0:8 0 (const uint) 0:8 AtomicAdd ( temp uint) 0:8 @count: direct index for structure ( temp uint) 0:8 'sbuf_a@count' (layout( row_major std430) buffer block{layout( row_major std430) buffer uint @count}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 1 (const uint) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:10 Branch: Return with expression 0:10 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) 0:10 'sbuf_c' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:10 Constant: 0:10 0 (const uint) 0:10 add ( temp uint) 0:10 AtomicAdd ( temp uint) 0:10 @count: direct index for structure ( temp uint) 0:10 'sbuf_c@count' (layout( row_major std430) buffer block{layout( row_major std430) buffer uint @count}) 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 4294967295 (const uint) 0:10 Constant: 0:10 -1 (const int) 0:7 Function Definition: main( ( temp void) 0:7 Function Parameters: 0:? Sequence 0:7 move second child to first child ( temp uint) 0:? 'pos' ( temp uint) 0:? 'pos' (layout( location=0) flat in uint) 0:7 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:7 Function Call: @main(u1; ( temp 4-component vector of float) 0:? 'pos' ( temp uint) 0:? Linker Objects 0:? 'sbuf_a' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:? 'sbuf_a@count' (layout( row_major std430) buffer block{layout( row_major std430) buffer uint @count}) 0:? 'sbuf_c' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:? 'sbuf_c@count' (layout( row_major std430) buffer block{layout( row_major std430) buffer uint @count}) 0:? 'sbuf_unused' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'pos' (layout( location=0) flat in uint) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 56 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 48 51 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 12 "@main(u1;" Name 11 "pos" Name 15 "sbuf_a" MemberName 15(sbuf_a) 0 "@data" Name 17 "sbuf_a" Name 20 "sbuf_a@count" MemberName 20(sbuf_a@count) 0 "@count" Name 22 "sbuf_a@count" Name 35 "sbuf_c" Name 36 "sbuf_c@count" Name 46 "pos" Name 48 "pos" Name 51 "@entryPointOutput" Name 52 "param" Name 55 "sbuf_unused" Decorate 14 ArrayStride 16 MemberDecorate 15(sbuf_a) 0 Offset 0 Decorate 15(sbuf_a) BufferBlock Decorate 17(sbuf_a) DescriptorSet 0 Decorate 17(sbuf_a) Binding 0 MemberDecorate 20(sbuf_a@count) 0 Offset 0 Decorate 20(sbuf_a@count) BufferBlock Decorate 22(sbuf_a@count) DescriptorSet 0 Decorate 22(sbuf_a@count) Binding 1 Decorate 35(sbuf_c) DescriptorSet 0 Decorate 35(sbuf_c) Binding 2 Decorate 36(sbuf_c@count) DescriptorSet 0 Decorate 36(sbuf_c@count) Binding 3 Decorate 48(pos) Flat Decorate 48(pos) Location 0 Decorate 51(@entryPointOutput) Location 0 Decorate 55(sbuf_unused) DescriptorSet 0 Decorate 55(sbuf_unused) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 0 7: TypePointer Function 6(int) 8: TypeFloat 32 9: TypeVector 8(float) 4 10: TypeFunction 9(fvec4) 7(ptr) 14: TypeRuntimeArray 9(fvec4) 15(sbuf_a): TypeStruct 14 16: TypePointer Uniform 15(sbuf_a) 17(sbuf_a): 16(ptr) Variable Uniform 18: TypeInt 32 1 19: 18(int) Constant 0 20(sbuf_a@count): TypeStruct 6(int) 21: TypePointer Uniform 20(sbuf_a@count) 22(sbuf_a@count): 21(ptr) Variable Uniform 23: TypePointer Uniform 6(int) 25: 6(int) Constant 1 26: 6(int) Constant 0 28: 8(float) Constant 1065353216 29: 8(float) Constant 1073741824 30: 8(float) Constant 1077936128 31: 8(float) Constant 1082130432 32: 9(fvec4) ConstantComposite 28 29 30 31 33: TypePointer Uniform 9(fvec4) 35(sbuf_c): 16(ptr) Variable Uniform 36(sbuf_c@count): 21(ptr) Variable Uniform 38: 6(int) Constant 4294967295 40: 18(int) Constant 4294967295 47: TypePointer Input 6(int) 48(pos): 47(ptr) Variable Input 50: TypePointer Output 9(fvec4) 51(@entryPointOutput): 50(ptr) Variable Output 55(sbuf_unused): 16(ptr) Variable Uniform 4(main): 2 Function None 3 5: Label 46(pos): 7(ptr) Variable Function 52(param): 7(ptr) Variable Function 49: 6(int) Load 48(pos) Store 46(pos) 49 53: 6(int) Load 46(pos) Store 52(param) 53 54: 9(fvec4) FunctionCall 12(@main(u1;) 52(param) Store 51(@entryPointOutput) 54 Return FunctionEnd 12(@main(u1;): 9(fvec4) Function None 10 11(pos): 7(ptr) FunctionParameter 13: Label 24: 23(ptr) AccessChain 22(sbuf_a@count) 19 27: 6(int) AtomicIAdd 24 25 26 25 34: 33(ptr) AccessChain 17(sbuf_a) 19 27 Store 34 32 37: 23(ptr) AccessChain 36(sbuf_c@count) 19 39: 6(int) AtomicIAdd 37 25 26 38 41: 6(int) IAdd 39 40 42: 33(ptr) AccessChain 35(sbuf_c) 19 41 43: 9(fvec4) Load 42 ReturnValue 43 FunctionEnd