1hlsl.load.buffer.dx10.frag 2Shader version: 500 3gl_FragCoord origin is upper left 4using depth_any 50:? Sequence 60:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 70:24 Function Parameters: 80:? Sequence 90:28 Sequence 100:28 move second child to first child ( temp 4-component vector of float) 110:28 'r00' ( temp 4-component vector of float) 120:28 textureFetch ( temp 4-component vector of float) 130:28 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 140:28 c1: direct index for structure ( uniform int) 150:28 '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}) 160:28 Constant: 170:28 0 (const uint) 180:29 Sequence 190:29 move second child to first child ( temp 4-component vector of int) 200:29 'r01' ( temp 4-component vector of int) 210:29 textureFetch ( temp 4-component vector of int) 220:29 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 230:29 c1: direct index for structure ( uniform int) 240:29 '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}) 250:29 Constant: 260:29 0 (const uint) 270:30 Sequence 280:30 move second child to first child ( temp 4-component vector of uint) 290:30 'r02' ( temp 4-component vector of uint) 300:30 textureFetch ( temp 4-component vector of uint) 310:30 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 320:30 c1: direct index for structure ( uniform int) 330:30 '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}) 340:30 Constant: 350:30 0 (const uint) 360:34 move second child to first child ( temp 4-component vector of float) 370:34 Color: direct index for structure ( temp 4-component vector of float) 380:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 390:34 Constant: 400:34 0 (const int) 410:34 Constant: 420:34 1.000000 430:34 1.000000 440:34 1.000000 450:34 1.000000 460:35 move second child to first child ( temp float) 470:35 Depth: direct index for structure ( temp float) 480:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 490:35 Constant: 500:35 1 (const int) 510:35 Constant: 520:35 1.000000 530:37 Branch: Return with expression 540:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 550:24 Function Definition: main( ( temp void) 560:24 Function Parameters: 570:? Sequence 580:24 Sequence 590:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 600:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 610:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 620:24 move second child to first child ( temp 4-component vector of float) 630:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 640:24 Color: direct index for structure ( temp 4-component vector of float) 650:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 660:24 Constant: 670:24 0 (const int) 680:24 move second child to first child ( temp float) 690:? '@entryPointOutput.Depth' ( out float FragDepth) 700:24 Depth: direct index for structure ( temp float) 710:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 720:24 Constant: 730:24 1 (const int) 740:? Linker Objects 750:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer) 760:? 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 770:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 780:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 790:? '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}) 800:? '@entryPointOutput.Depth' ( out float FragDepth) 810:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 82 83 84Linked fragment stage: 85 86 87Shader version: 500 88gl_FragCoord origin is upper left 89using depth_any 900:? Sequence 910:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 920:24 Function Parameters: 930:? Sequence 940:28 Sequence 950:28 move second child to first child ( temp 4-component vector of float) 960:28 'r00' ( temp 4-component vector of float) 970:28 textureFetch ( temp 4-component vector of float) 980:28 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 990:28 c1: direct index for structure ( uniform int) 1000:28 '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}) 1010:28 Constant: 1020:28 0 (const uint) 1030:29 Sequence 1040:29 move second child to first child ( temp 4-component vector of int) 1050:29 'r01' ( temp 4-component vector of int) 1060:29 textureFetch ( temp 4-component vector of int) 1070:29 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 1080:29 c1: direct index for structure ( uniform int) 1090:29 '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}) 1100:29 Constant: 1110:29 0 (const uint) 1120:30 Sequence 1130:30 move second child to first child ( temp 4-component vector of uint) 1140:30 'r02' ( temp 4-component vector of uint) 1150:30 textureFetch ( temp 4-component vector of uint) 1160:30 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 1170:30 c1: direct index for structure ( uniform int) 1180:30 '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}) 1190:30 Constant: 1200:30 0 (const uint) 1210:34 move second child to first child ( temp 4-component vector of float) 1220:34 Color: direct index for structure ( temp 4-component vector of float) 1230:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1240:34 Constant: 1250:34 0 (const int) 1260:34 Constant: 1270:34 1.000000 1280:34 1.000000 1290:34 1.000000 1300:34 1.000000 1310:35 move second child to first child ( temp float) 1320:35 Depth: direct index for structure ( temp float) 1330:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1340:35 Constant: 1350:35 1 (const int) 1360:35 Constant: 1370:35 1.000000 1380:37 Branch: Return with expression 1390:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1400:24 Function Definition: main( ( temp void) 1410:24 Function Parameters: 1420:? Sequence 1430:24 Sequence 1440:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1450:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1460:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1470:24 move second child to first child ( temp 4-component vector of float) 1480:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 1490:24 Color: direct index for structure ( temp 4-component vector of float) 1500:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1510:24 Constant: 1520:24 0 (const int) 1530:24 move second child to first child ( temp float) 1540:? '@entryPointOutput.Depth' ( out float FragDepth) 1550:24 Depth: direct index for structure ( temp float) 1560:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1570:24 Constant: 1580:24 1 (const int) 1590:? Linker Objects 1600:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer) 1610:? 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 1620:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 1630:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 1640:? '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}) 1650:? '@entryPointOutput.Depth' ( out float FragDepth) 1660:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 167 168// Module Version 10000 169// Generated by (magic number): 8000a 170// Id's are bound by 72 171 172 Capability Shader 173 Capability SampledBuffer 174 1: ExtInstImport "GLSL.std.450" 175 MemoryModel Logical GLSL450 176 EntryPoint Fragment 4 "main" 64 68 177 ExecutionMode 4 OriginUpperLeft 178 ExecutionMode 4 DepthReplacing 179 Source HLSL 500 180 Name 4 "main" 181 Name 8 "PS_OUTPUT" 182 MemberName 8(PS_OUTPUT) 0 "Color" 183 MemberName 8(PS_OUTPUT) 1 "Depth" 184 Name 10 "@main(" 185 Name 13 "r00" 186 Name 16 "g_tTexbf4" 187 Name 22 "$Global" 188 MemberName 22($Global) 0 "c1" 189 MemberName 22($Global) 1 "c2" 190 MemberName 22($Global) 2 "c3" 191 MemberName 22($Global) 3 "c4" 192 MemberName 22($Global) 4 "o1" 193 MemberName 22($Global) 5 "o2" 194 MemberName 22($Global) 6 "o3" 195 MemberName 22($Global) 7 "o4" 196 Name 24 "" 197 Name 31 "r01" 198 Name 34 "g_tTexbi4" 199 Name 42 "r02" 200 Name 45 "g_tTexbu4" 201 Name 51 "psout" 202 Name 61 "flattenTemp" 203 Name 64 "@entryPointOutput.Color" 204 Name 68 "@entryPointOutput.Depth" 205 Name 71 "g_tTexbf4_test" 206 Decorate 16(g_tTexbf4) DescriptorSet 0 207 Decorate 16(g_tTexbf4) Binding 1 208 MemberDecorate 22($Global) 0 Offset 0 209 MemberDecorate 22($Global) 1 Offset 8 210 MemberDecorate 22($Global) 2 Offset 16 211 MemberDecorate 22($Global) 3 Offset 32 212 MemberDecorate 22($Global) 4 Offset 48 213 MemberDecorate 22($Global) 5 Offset 56 214 MemberDecorate 22($Global) 6 Offset 64 215 MemberDecorate 22($Global) 7 Offset 80 216 Decorate 22($Global) Block 217 Decorate 24 DescriptorSet 0 218 Decorate 24 Binding 4 219 Decorate 34(g_tTexbi4) DescriptorSet 0 220 Decorate 34(g_tTexbi4) Binding 2 221 Decorate 45(g_tTexbu4) DescriptorSet 0 222 Decorate 45(g_tTexbu4) Binding 3 223 Decorate 64(@entryPointOutput.Color) Location 0 224 Decorate 68(@entryPointOutput.Depth) BuiltIn FragDepth 225 Decorate 71(g_tTexbf4_test) DescriptorSet 0 226 Decorate 71(g_tTexbf4_test) Binding 0 227 2: TypeVoid 228 3: TypeFunction 2 229 6: TypeFloat 32 230 7: TypeVector 6(float) 4 231 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 232 9: TypeFunction 8(PS_OUTPUT) 233 12: TypePointer Function 7(fvec4) 234 14: TypeImage 6(float) Buffer sampled format:Rgba32f 235 15: TypePointer UniformConstant 14 236 16(g_tTexbf4): 15(ptr) Variable UniformConstant 237 18: TypeInt 32 1 238 19: TypeVector 18(int) 2 239 20: TypeVector 18(int) 3 240 21: TypeVector 18(int) 4 241 22($Global): TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 242 23: TypePointer Uniform 22($Global) 243 24: 23(ptr) Variable Uniform 244 25: 18(int) Constant 0 245 26: TypePointer Uniform 18(int) 246 30: TypePointer Function 21(ivec4) 247 32: TypeImage 18(int) Buffer sampled format:Rgba32i 248 33: TypePointer UniformConstant 32 249 34(g_tTexbi4): 33(ptr) Variable UniformConstant 250 39: TypeInt 32 0 251 40: TypeVector 39(int) 4 252 41: TypePointer Function 40(ivec4) 253 43: TypeImage 39(int) Buffer sampled format:Rgba32ui 254 44: TypePointer UniformConstant 43 255 45(g_tTexbu4): 44(ptr) Variable UniformConstant 256 50: TypePointer Function 8(PS_OUTPUT) 257 52: 6(float) Constant 1065353216 258 53: 7(fvec4) ConstantComposite 52 52 52 52 259 55: 18(int) Constant 1 260 56: TypePointer Function 6(float) 261 63: TypePointer Output 7(fvec4) 26264(@entryPointOutput.Color): 63(ptr) Variable Output 263 67: TypePointer Output 6(float) 26468(@entryPointOutput.Depth): 67(ptr) Variable Output 26571(g_tTexbf4_test): 15(ptr) Variable UniformConstant 266 4(main): 2 Function None 3 267 5: Label 268 61(flattenTemp): 50(ptr) Variable Function 269 62:8(PS_OUTPUT) FunctionCall 10(@main() 270 Store 61(flattenTemp) 62 271 65: 12(ptr) AccessChain 61(flattenTemp) 25 272 66: 7(fvec4) Load 65 273 Store 64(@entryPointOutput.Color) 66 274 69: 56(ptr) AccessChain 61(flattenTemp) 55 275 70: 6(float) Load 69 276 Store 68(@entryPointOutput.Depth) 70 277 Return 278 FunctionEnd 279 10(@main():8(PS_OUTPUT) Function None 9 280 11: Label 281 13(r00): 12(ptr) Variable Function 282 31(r01): 30(ptr) Variable Function 283 42(r02): 41(ptr) Variable Function 284 51(psout): 50(ptr) Variable Function 285 17: 14 Load 16(g_tTexbf4) 286 27: 26(ptr) AccessChain 24 25 287 28: 18(int) Load 27 288 29: 7(fvec4) ImageFetch 17 28 289 Store 13(r00) 29 290 35: 32 Load 34(g_tTexbi4) 291 36: 26(ptr) AccessChain 24 25 292 37: 18(int) Load 36 293 38: 21(ivec4) ImageFetch 35 37 294 Store 31(r01) 38 295 46: 43 Load 45(g_tTexbu4) 296 47: 26(ptr) AccessChain 24 25 297 48: 18(int) Load 47 298 49: 40(ivec4) ImageFetch 46 48 299 Store 42(r02) 49 300 54: 12(ptr) AccessChain 51(psout) 25 301 Store 54 53 302 57: 56(ptr) AccessChain 51(psout) 55 303 Store 57 52 304 58:8(PS_OUTPUT) Load 51(psout) 305 ReturnValue 58 306 FunctionEnd 307