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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): 8000b
// 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
|