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|
hlsl.load.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:43 Function Definition: getOffset1( ( temp int)
0:43 Function Parameters:
0:? Sequence
0:44 Branch: Return with expression
0:44 Constant:
0:44 1 (const int)
0:48 Function Definition: getOffset2( ( temp 2-component vector of int)
0:48 Function Parameters:
0:? Sequence
0:49 Branch: Return with expression
0:49 Constant:
0:49 1 (const int)
0:49 1 (const int)
0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Function Parameters:
0:? Sequence
0:57 textureFetchOffset ( temp 4-component vector of float)
0:57 'g_tTex1df4a' ( uniform texture1DArray)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 '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})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 '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})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:57 Function Call: getOffset1( ( temp int)
0:58 textureFetchOffset ( temp 4-component vector of int)
0:58 'g_tTex1di4a' ( uniform itexture1DArray)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 '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})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 '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})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:58 Function Call: getOffset1( ( temp int)
0:59 textureFetchOffset ( temp 4-component vector of uint)
0:59 'g_tTex1du4a' ( uniform utexture1DArray)
0:59 vector swizzle ( temp 2-component vector of int)
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 '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})
0:59 Constant:
0:59 2 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 direct index ( temp int)
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 '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})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:59 Function Call: getOffset1( ( temp int)
0:62 textureFetchOffset ( temp 4-component vector of float)
0:62 'g_tTex2df4a' ( uniform texture2DArray)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
0:62 Constant:
0:62 1 (const int)
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:62 Function Call: getOffset2( ( temp 2-component vector of int)
0:63 textureFetchOffset ( temp 4-component vector of int)
0:63 'g_tTex2di4a' ( uniform itexture2DArray)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
0:63 1 (const int)
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:63 Function Call: getOffset2( ( temp 2-component vector of int)
0:64 textureFetchOffset ( temp 4-component vector of uint)
0:64 'g_tTex2du4a' ( uniform utexture2DArray)
0:64 vector swizzle ( temp 3-component vector of int)
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
0:64 Constant:
0:64 1 (const int)
0:64 Constant:
0:64 2 (const int)
0:64 direct index ( temp int)
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
0:64 3 (const int)
0:64 Function Call: getOffset2( ( temp 2-component vector of int)
0:70 move second child to first child ( temp 4-component vector of float)
0:70 Color: direct index for structure ( temp 4-component vector of float)
0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:70 Constant:
0:70 0 (const int)
0:70 Constant:
0:70 1.000000
0:70 1.000000
0:70 1.000000
0:70 1.000000
0:71 move second child to first child ( temp float)
0:71 Depth: direct index for structure ( temp float)
0:71 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:71 Constant:
0:71 1 (const int)
0:71 Constant:
0:71 1.000000
0:73 Branch: Return with expression
0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Function Definition: main( ( temp void)
0:53 Function Parameters:
0:? Sequence
0:53 Sequence
0:53 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:53 Color: direct index for structure ( temp 4-component vector of float)
0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Constant:
0:53 0 (const int)
0:53 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:53 Depth: direct index for structure ( temp float)
0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Constant:
0:53 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'g_tTex1df4a' ( uniform texture1DArray)
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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})
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
0:43 Function Definition: getOffset1( ( temp int)
0:43 Function Parameters:
0:? Sequence
0:44 Branch: Return with expression
0:44 Constant:
0:44 1 (const int)
0:48 Function Definition: getOffset2( ( temp 2-component vector of int)
0:48 Function Parameters:
0:? Sequence
0:49 Branch: Return with expression
0:49 Constant:
0:49 1 (const int)
0:49 1 (const int)
0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Function Parameters:
0:? Sequence
0:57 textureFetchOffset ( temp 4-component vector of float)
0:57 'g_tTex1df4a' ( uniform texture1DArray)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 '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})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 '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})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:57 Function Call: getOffset1( ( temp int)
0:58 textureFetchOffset ( temp 4-component vector of int)
0:58 'g_tTex1di4a' ( uniform itexture1DArray)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 '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})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 '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})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:58 Function Call: getOffset1( ( temp int)
0:59 textureFetchOffset ( temp 4-component vector of uint)
0:59 'g_tTex1du4a' ( uniform utexture1DArray)
0:59 vector swizzle ( temp 2-component vector of int)
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 '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})
0:59 Constant:
0:59 2 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 direct index ( temp int)
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 '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})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:59 Function Call: getOffset1( ( temp int)
0:62 textureFetchOffset ( temp 4-component vector of float)
0:62 'g_tTex2df4a' ( uniform texture2DArray)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
0:62 Constant:
0:62 1 (const int)
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:62 Function Call: getOffset2( ( temp 2-component vector of int)
0:63 textureFetchOffset ( temp 4-component vector of int)
0:63 'g_tTex2di4a' ( uniform itexture2DArray)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
0:63 1 (const int)
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:63 Function Call: getOffset2( ( temp 2-component vector of int)
0:64 textureFetchOffset ( temp 4-component vector of uint)
0:64 'g_tTex2du4a' ( uniform utexture2DArray)
0:64 vector swizzle ( temp 3-component vector of int)
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
0:64 Constant:
0:64 1 (const int)
0:64 Constant:
0:64 2 (const int)
0:64 direct index ( temp int)
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
0:64 3 (const int)
0:64 Function Call: getOffset2( ( temp 2-component vector of int)
0:70 move second child to first child ( temp 4-component vector of float)
0:70 Color: direct index for structure ( temp 4-component vector of float)
0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:70 Constant:
0:70 0 (const int)
0:70 Constant:
0:70 1.000000
0:70 1.000000
0:70 1.000000
0:70 1.000000
0:71 move second child to first child ( temp float)
0:71 Depth: direct index for structure ( temp float)
0:71 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:71 Constant:
0:71 1 (const int)
0:71 Constant:
0:71 1.000000
0:73 Branch: Return with expression
0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Function Definition: main( ( temp void)
0:53 Function Parameters:
0:? Sequence
0:53 Sequence
0:53 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:53 Color: direct index for structure ( temp 4-component vector of float)
0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Constant:
0:53 0 (const int)
0:53 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:53 Depth: direct index for structure ( temp float)
0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Constant:
0:53 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'g_tTex1df4a' ( uniform texture1DArray)
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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})
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 176
Capability Shader
Capability ImageGatherExtended
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 121 125
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "getOffset1("
Name 12 "getOffset2("
Name 16 "PS_OUTPUT"
MemberName 16(PS_OUTPUT) 0 "Color"
MemberName 16(PS_OUTPUT) 1 "Depth"
Name 18 "@main("
Name 28 "g_tTex1df4a"
Name 32 "$Global"
MemberName 32($Global) 0 "c1"
MemberName 32($Global) 1 "c2"
MemberName 32($Global) 2 "c3"
MemberName 32($Global) 3 "c4"
Name 34 ""
Name 49 "g_tTex1di4a"
Name 60 "g_tTex1du4a"
Name 72 "g_tTex2df4a"
Name 86 "g_tTex2di4a"
Name 97 "g_tTex2du4a"
Name 107 "psout"
Name 118 "flattenTemp"
Name 121 "@entryPointOutput.Color"
Name 125 "@entryPointOutput.Depth"
Name 130 "g_sSamp"
Name 133 "g_tTex1df4"
Name 136 "g_tTex1di4"
Name 139 "g_tTex1du4"
Name 142 "g_tTex2df4"
Name 145 "g_tTex2di4"
Name 148 "g_tTex2du4"
Name 151 "g_tTex3df4"
Name 154 "g_tTex3di4"
Name 157 "g_tTex3du4"
Name 160 "g_tTexcdf4"
Name 163 "g_tTexcdi4"
Name 166 "g_tTexcdu4"
Name 169 "g_tTexcdf4a"
Name 172 "g_tTexcdi4a"
Name 175 "g_tTexcdu4a"
Decorate 28(g_tTex1df4a) DescriptorSet 0
Decorate 28(g_tTex1df4a) Binding 1
MemberDecorate 32($Global) 0 Offset 0
MemberDecorate 32($Global) 1 Offset 8
MemberDecorate 32($Global) 2 Offset 16
MemberDecorate 32($Global) 3 Offset 32
Decorate 32($Global) Block
Decorate 34 DescriptorSet 0
Decorate 34 Binding 7
Decorate 49(g_tTex1di4a) DescriptorSet 0
Decorate 49(g_tTex1di4a) Binding 2
Decorate 60(g_tTex1du4a) DescriptorSet 0
Decorate 60(g_tTex1du4a) Binding 3
Decorate 72(g_tTex2df4a) DescriptorSet 0
Decorate 72(g_tTex2df4a) Binding 4
Decorate 86(g_tTex2di4a) DescriptorSet 0
Decorate 86(g_tTex2di4a) Binding 5
Decorate 97(g_tTex2du4a) DescriptorSet 0
Decorate 97(g_tTex2du4a) Binding 6
Decorate 121(@entryPointOutput.Color) Location 0
Decorate 125(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 130(g_sSamp) DescriptorSet 0
Decorate 130(g_sSamp) Binding 0
Decorate 133(g_tTex1df4) DescriptorSet 0
Decorate 133(g_tTex1df4) Binding 0
Decorate 136(g_tTex1di4) DescriptorSet 0
Decorate 136(g_tTex1di4) Binding 0
Decorate 139(g_tTex1du4) DescriptorSet 0
Decorate 139(g_tTex1du4) Binding 0
Decorate 142(g_tTex2df4) DescriptorSet 0
Decorate 142(g_tTex2df4) Binding 0
Decorate 145(g_tTex2di4) DescriptorSet 0
Decorate 145(g_tTex2di4) Binding 0
Decorate 148(g_tTex2du4) DescriptorSet 0
Decorate 148(g_tTex2du4) Binding 0
Decorate 151(g_tTex3df4) DescriptorSet 0
Decorate 151(g_tTex3df4) Binding 0
Decorate 154(g_tTex3di4) DescriptorSet 0
Decorate 154(g_tTex3di4) Binding 0
Decorate 157(g_tTex3du4) DescriptorSet 0
Decorate 157(g_tTex3du4) Binding 0
Decorate 160(g_tTexcdf4) DescriptorSet 0
Decorate 160(g_tTexcdf4) Binding 0
Decorate 163(g_tTexcdi4) DescriptorSet 0
Decorate 163(g_tTexcdi4) Binding 0
Decorate 166(g_tTexcdu4) DescriptorSet 0
Decorate 166(g_tTexcdu4) Binding 0
Decorate 169(g_tTexcdf4a) DescriptorSet 0
Decorate 169(g_tTexcdf4a) Binding 0
Decorate 172(g_tTexcdi4a) DescriptorSet 0
Decorate 172(g_tTexcdi4a) Binding 0
Decorate 175(g_tTexcdu4a) DescriptorSet 0
Decorate 175(g_tTexcdu4a) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypeFunction 6(int)
10: TypeVector 6(int) 2
11: TypeFunction 10(ivec2)
14: TypeFloat 32
15: TypeVector 14(float) 4
16(PS_OUTPUT): TypeStruct 15(fvec4) 14(float)
17: TypeFunction 16(PS_OUTPUT)
20: 6(int) Constant 1
23: 10(ivec2) ConstantComposite 20 20
26: TypeImage 14(float) 1D array sampled format:Unknown
27: TypePointer UniformConstant 26
28(g_tTex1df4a): 27(ptr) Variable UniformConstant
30: TypeVector 6(int) 3
31: TypeVector 6(int) 4
32($Global): TypeStruct 6(int) 10(ivec2) 30(ivec3) 31(ivec4)
33: TypePointer Uniform 32($Global)
34: 33(ptr) Variable Uniform
35: 6(int) Constant 2
36: TypePointer Uniform 30(ivec3)
40: TypeInt 32 0
41: 40(int) Constant 2
42: TypePointer Uniform 6(int)
47: TypeImage 6(int) 1D array sampled format:Unknown
48: TypePointer UniformConstant 47
49(g_tTex1di4a): 48(ptr) Variable UniformConstant
58: TypeImage 40(int) 1D array sampled format:Unknown
59: TypePointer UniformConstant 58
60(g_tTex1du4a): 59(ptr) Variable UniformConstant
68: TypeVector 40(int) 4
70: TypeImage 14(float) 2D array sampled format:Unknown
71: TypePointer UniformConstant 70
72(g_tTex2df4a): 71(ptr) Variable UniformConstant
74: 6(int) Constant 3
75: TypePointer Uniform 31(ivec4)
79: 40(int) Constant 3
84: TypeImage 6(int) 2D array sampled format:Unknown
85: TypePointer UniformConstant 84
86(g_tTex2di4a): 85(ptr) Variable UniformConstant
95: TypeImage 40(int) 2D array sampled format:Unknown
96: TypePointer UniformConstant 95
97(g_tTex2du4a): 96(ptr) Variable UniformConstant
106: TypePointer Function 16(PS_OUTPUT)
108: 6(int) Constant 0
109: 14(float) Constant 1065353216
110: 15(fvec4) ConstantComposite 109 109 109 109
111: TypePointer Function 15(fvec4)
113: TypePointer Function 14(float)
120: TypePointer Output 15(fvec4)
121(@entryPointOutput.Color): 120(ptr) Variable Output
124: TypePointer Output 14(float)
125(@entryPointOutput.Depth): 124(ptr) Variable Output
128: TypeSampler
129: TypePointer UniformConstant 128
130(g_sSamp): 129(ptr) Variable UniformConstant
131: TypeImage 14(float) 1D sampled format:Unknown
132: TypePointer UniformConstant 131
133(g_tTex1df4): 132(ptr) Variable UniformConstant
134: TypeImage 6(int) 1D sampled format:Unknown
135: TypePointer UniformConstant 134
136(g_tTex1di4): 135(ptr) Variable UniformConstant
137: TypeImage 40(int) 1D sampled format:Unknown
138: TypePointer UniformConstant 137
139(g_tTex1du4): 138(ptr) Variable UniformConstant
140: TypeImage 14(float) 2D sampled format:Unknown
141: TypePointer UniformConstant 140
142(g_tTex2df4): 141(ptr) Variable UniformConstant
143: TypeImage 6(int) 2D sampled format:Unknown
144: TypePointer UniformConstant 143
145(g_tTex2di4): 144(ptr) Variable UniformConstant
146: TypeImage 40(int) 2D sampled format:Unknown
147: TypePointer UniformConstant 146
148(g_tTex2du4): 147(ptr) Variable UniformConstant
149: TypeImage 14(float) 3D sampled format:Unknown
150: TypePointer UniformConstant 149
151(g_tTex3df4): 150(ptr) Variable UniformConstant
152: TypeImage 6(int) 3D sampled format:Unknown
153: TypePointer UniformConstant 152
154(g_tTex3di4): 153(ptr) Variable UniformConstant
155: TypeImage 40(int) 3D sampled format:Unknown
156: TypePointer UniformConstant 155
157(g_tTex3du4): 156(ptr) Variable UniformConstant
158: TypeImage 14(float) Cube sampled format:Unknown
159: TypePointer UniformConstant 158
160(g_tTexcdf4): 159(ptr) Variable UniformConstant
161: TypeImage 6(int) Cube sampled format:Unknown
162: TypePointer UniformConstant 161
163(g_tTexcdi4): 162(ptr) Variable UniformConstant
164: TypeImage 40(int) Cube sampled format:Unknown
165: TypePointer UniformConstant 164
166(g_tTexcdu4): 165(ptr) Variable UniformConstant
167: TypeImage 14(float) Cube array sampled format:Unknown
168: TypePointer UniformConstant 167
169(g_tTexcdf4a): 168(ptr) Variable UniformConstant
170: TypeImage 6(int) Cube array sampled format:Unknown
171: TypePointer UniformConstant 170
172(g_tTexcdi4a): 171(ptr) Variable UniformConstant
173: TypeImage 40(int) Cube array sampled format:Unknown
174: TypePointer UniformConstant 173
175(g_tTexcdu4a): 174(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
118(flattenTemp): 106(ptr) Variable Function
119:16(PS_OUTPUT) FunctionCall 18(@main()
Store 118(flattenTemp) 119
122: 111(ptr) AccessChain 118(flattenTemp) 108
123: 15(fvec4) Load 122
Store 121(@entryPointOutput.Color) 123
126: 113(ptr) AccessChain 118(flattenTemp) 20
127: 14(float) Load 126
Store 125(@entryPointOutput.Depth) 127
Return
FunctionEnd
8(getOffset1(): 6(int) Function None 7
9: Label
ReturnValue 20
FunctionEnd
12(getOffset2(): 10(ivec2) Function None 11
13: Label
ReturnValue 23
FunctionEnd
18(@main():16(PS_OUTPUT) Function None 17
19: Label
107(psout): 106(ptr) Variable Function
29: 26 Load 28(g_tTex1df4a)
37: 36(ptr) AccessChain 34 35
38: 30(ivec3) Load 37
39: 10(ivec2) VectorShuffle 38 38 0 1
43: 42(ptr) AccessChain 34 35 41
44: 6(int) Load 43
45: 6(int) FunctionCall 8(getOffset1()
46: 15(fvec4) ImageFetch 29 39 Lod Offset 44 45
50: 47 Load 49(g_tTex1di4a)
51: 36(ptr) AccessChain 34 35
52: 30(ivec3) Load 51
53: 10(ivec2) VectorShuffle 52 52 0 1
54: 42(ptr) AccessChain 34 35 41
55: 6(int) Load 54
56: 6(int) FunctionCall 8(getOffset1()
57: 31(ivec4) ImageFetch 50 53 Lod Offset 55 56
61: 58 Load 60(g_tTex1du4a)
62: 36(ptr) AccessChain 34 35
63: 30(ivec3) Load 62
64: 10(ivec2) VectorShuffle 63 63 0 1
65: 42(ptr) AccessChain 34 35 41
66: 6(int) Load 65
67: 6(int) FunctionCall 8(getOffset1()
69: 68(ivec4) ImageFetch 61 64 Lod Offset 66 67
73: 70 Load 72(g_tTex2df4a)
76: 75(ptr) AccessChain 34 74
77: 31(ivec4) Load 76
78: 30(ivec3) VectorShuffle 77 77 0 1 2
80: 42(ptr) AccessChain 34 74 79
81: 6(int) Load 80
82: 10(ivec2) FunctionCall 12(getOffset2()
83: 15(fvec4) ImageFetch 73 78 Lod Offset 81 82
87: 84 Load 86(g_tTex2di4a)
88: 75(ptr) AccessChain 34 74
89: 31(ivec4) Load 88
90: 30(ivec3) VectorShuffle 89 89 0 1 2
91: 42(ptr) AccessChain 34 74 79
92: 6(int) Load 91
93: 10(ivec2) FunctionCall 12(getOffset2()
94: 31(ivec4) ImageFetch 87 90 Lod Offset 92 93
98: 95 Load 97(g_tTex2du4a)
99: 75(ptr) AccessChain 34 74
100: 31(ivec4) Load 99
101: 30(ivec3) VectorShuffle 100 100 0 1 2
102: 42(ptr) AccessChain 34 74 79
103: 6(int) Load 102
104: 10(ivec2) FunctionCall 12(getOffset2()
105: 68(ivec4) ImageFetch 98 101 Lod Offset 103 104
112: 111(ptr) AccessChain 107(psout) 108
Store 112 110
114: 113(ptr) AccessChain 107(psout) 20
Store 114 109
115:16(PS_OUTPUT) Load 107(psout)
ReturnValue 115
FunctionEnd
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