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hlsl.samplebias.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'txval10' ( temp 4-component vector of float)
0:23 textureOffset ( temp 4-component vector of float)
0:23 Construct combined texture-sampler ( temp sampler1DArray)
0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:23 'g_sSamp' (layout( binding=0) uniform sampler)
0:23 Constant:
0:23 0.100000
0:23 0.200000
0:23 Constant:
0:23 0 (const int)
0:23 Constant:
0:23 0.500000
0:24 Sequence
0:24 move second child to first child ( temp 4-component vector of int)
0:24 'txval11' ( temp 4-component vector of int)
0:24 textureOffset ( temp 4-component vector of int)
0:24 Construct combined texture-sampler ( temp isampler1DArray)
0:24 'g_tTex1di4' ( uniform itexture1DArray)
0:24 'g_sSamp' (layout( binding=0) uniform sampler)
0:24 Constant:
0:24 0.200000
0:24 0.300000
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 0.500000
0:25 Sequence
0:25 move second child to first child ( temp 4-component vector of uint)
0:25 'txval12' ( temp 4-component vector of uint)
0:25 textureOffset ( temp 4-component vector of uint)
0:25 Construct combined texture-sampler ( temp usampler1DArray)
0:25 'g_tTex1du4' ( uniform utexture1DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:25 Constant:
0:25 0.300000
0:25 0.400000
0:25 Constant:
0:25 2 (const int)
0:25 Constant:
0:25 0.500000
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'txval20' ( temp 4-component vector of float)
0:27 textureOffset ( temp 4-component vector of float)
0:27 Construct combined texture-sampler ( temp sampler2DArray)
0:27 'g_tTex2df4' ( uniform texture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:27 Constant:
0:27 0.100000
0:27 0.200000
0:27 0.300000
0:27 Constant:
0:27 0 (const int)
0:27 0 (const int)
0:27 Constant:
0:27 0.500000
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval21' ( temp 4-component vector of int)
0:28 textureOffset ( temp 4-component vector of int)
0:28 Construct combined texture-sampler ( temp isampler2DArray)
0:28 'g_tTex2di4' ( uniform itexture2DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:28 Constant:
0:28 0.300000
0:28 0.400000
0:28 0.500000
0:28 Constant:
0:28 0 (const int)
0:28 0 (const int)
0:28 Constant:
0:28 0.500000
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval22' ( temp 4-component vector of uint)
0:29 textureOffset ( temp 4-component vector of uint)
0:29 Construct combined texture-sampler ( temp usampler2DArray)
0:29 'g_tTex2du4' ( uniform utexture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.700000
0:29 Constant:
0:29 0 (const int)
0:29 1 (const int)
0:29 Constant:
0:29 0.500000
0:33 move second child to first child ( temp 4-component vector of float)
0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
0:33 1.000000
0:33 1.000000
0:33 1.000000
0:33 1.000000
0:34 move second child to first child ( temp float)
0:34 Depth: direct index for structure ( temp float)
0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 1.000000
0:36 Branch: Return with expression
0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 Sequence
0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:20 Color: direct index for structure ( temp 4-component vector of float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 0 (const int)
0:20 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:20 Depth: direct index for structure ( temp float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:? 'g_tTex1di4' ( uniform itexture1DArray)
0:? 'g_tTex1du4' ( uniform utexture1DArray)
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
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
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'txval10' ( temp 4-component vector of float)
0:23 textureOffset ( temp 4-component vector of float)
0:23 Construct combined texture-sampler ( temp sampler1DArray)
0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:23 'g_sSamp' (layout( binding=0) uniform sampler)
0:23 Constant:
0:23 0.100000
0:23 0.200000
0:23 Constant:
0:23 0 (const int)
0:23 Constant:
0:23 0.500000
0:24 Sequence
0:24 move second child to first child ( temp 4-component vector of int)
0:24 'txval11' ( temp 4-component vector of int)
0:24 textureOffset ( temp 4-component vector of int)
0:24 Construct combined texture-sampler ( temp isampler1DArray)
0:24 'g_tTex1di4' ( uniform itexture1DArray)
0:24 'g_sSamp' (layout( binding=0) uniform sampler)
0:24 Constant:
0:24 0.200000
0:24 0.300000
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 0.500000
0:25 Sequence
0:25 move second child to first child ( temp 4-component vector of uint)
0:25 'txval12' ( temp 4-component vector of uint)
0:25 textureOffset ( temp 4-component vector of uint)
0:25 Construct combined texture-sampler ( temp usampler1DArray)
0:25 'g_tTex1du4' ( uniform utexture1DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:25 Constant:
0:25 0.300000
0:25 0.400000
0:25 Constant:
0:25 2 (const int)
0:25 Constant:
0:25 0.500000
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'txval20' ( temp 4-component vector of float)
0:27 textureOffset ( temp 4-component vector of float)
0:27 Construct combined texture-sampler ( temp sampler2DArray)
0:27 'g_tTex2df4' ( uniform texture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:27 Constant:
0:27 0.100000
0:27 0.200000
0:27 0.300000
0:27 Constant:
0:27 0 (const int)
0:27 0 (const int)
0:27 Constant:
0:27 0.500000
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval21' ( temp 4-component vector of int)
0:28 textureOffset ( temp 4-component vector of int)
0:28 Construct combined texture-sampler ( temp isampler2DArray)
0:28 'g_tTex2di4' ( uniform itexture2DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:28 Constant:
0:28 0.300000
0:28 0.400000
0:28 0.500000
0:28 Constant:
0:28 0 (const int)
0:28 0 (const int)
0:28 Constant:
0:28 0.500000
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval22' ( temp 4-component vector of uint)
0:29 textureOffset ( temp 4-component vector of uint)
0:29 Construct combined texture-sampler ( temp usampler2DArray)
0:29 'g_tTex2du4' ( uniform utexture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.700000
0:29 Constant:
0:29 0 (const int)
0:29 1 (const int)
0:29 Constant:
0:29 0.500000
0:33 move second child to first child ( temp 4-component vector of float)
0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
0:33 1.000000
0:33 1.000000
0:33 1.000000
0:33 1.000000
0:34 move second child to first child ( temp float)
0:34 Depth: direct index for structure ( temp float)
0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 1.000000
0:36 Branch: Return with expression
0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 Sequence
0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:20 Color: direct index for structure ( temp 4-component vector of float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 0 (const int)
0:20 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:20 Depth: direct index for structure ( temp float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:? 'g_tTex1di4' ( uniform itexture1DArray)
0:? 'g_tTex1du4' ( uniform utexture1DArray)
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
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 118
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 110 114
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 "txval10"
Name 16 "g_tTex1df4"
Name 20 "g_sSamp"
Name 34 "txval11"
Name 37 "g_tTex1di4"
Name 49 "txval12"
Name 52 "g_tTex1du4"
Name 61 "txval20"
Name 64 "g_tTex2df4"
Name 74 "txval21"
Name 77 "g_tTex2di4"
Name 84 "txval22"
Name 87 "g_tTex2du4"
Name 98 "psout"
Name 107 "flattenTemp"
Name 110 "@entryPointOutput.Color"
Name 114 "@entryPointOutput.Depth"
Name 117 "g_tTex1df4a"
Decorate 16(g_tTex1df4) DescriptorSet 0
Decorate 16(g_tTex1df4) Binding 0
Decorate 20(g_sSamp) DescriptorSet 0
Decorate 20(g_sSamp) Binding 0
Decorate 37(g_tTex1di4) DescriptorSet 0
Decorate 37(g_tTex1di4) Binding 2
Decorate 52(g_tTex1du4) DescriptorSet 0
Decorate 52(g_tTex1du4) Binding 3
Decorate 64(g_tTex2df4) DescriptorSet 0
Decorate 64(g_tTex2df4) Binding 4
Decorate 77(g_tTex2di4) DescriptorSet 0
Decorate 77(g_tTex2di4) Binding 5
Decorate 87(g_tTex2du4) DescriptorSet 0
Decorate 87(g_tTex2du4) Binding 6
Decorate 110(@entryPointOutput.Color) Location 0
Decorate 114(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 117(g_tTex1df4a) DescriptorSet 0
Decorate 117(g_tTex1df4a) Binding 1
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) 1D array sampled format:Unknown
15: TypePointer UniformConstant 14
16(g_tTex1df4): 15(ptr) Variable UniformConstant
18: TypeSampler
19: TypePointer UniformConstant 18
20(g_sSamp): 19(ptr) Variable UniformConstant
22: TypeSampledImage 14
24: TypeVector 6(float) 2
25: 6(float) Constant 1036831949
26: 6(float) Constant 1045220557
27: 24(fvec2) ConstantComposite 25 26
28: TypeInt 32 1
29: 28(int) Constant 0
30: 6(float) Constant 1056964608
32: TypeVector 28(int) 4
33: TypePointer Function 32(ivec4)
35: TypeImage 28(int) 1D array sampled format:Unknown
36: TypePointer UniformConstant 35
37(g_tTex1di4): 36(ptr) Variable UniformConstant
40: TypeSampledImage 35
42: 6(float) Constant 1050253722
43: 24(fvec2) ConstantComposite 26 42
44: 28(int) Constant 1
46: TypeInt 32 0
47: TypeVector 46(int) 4
48: TypePointer Function 47(ivec4)
50: TypeImage 46(int) 1D array sampled format:Unknown
51: TypePointer UniformConstant 50
52(g_tTex1du4): 51(ptr) Variable UniformConstant
55: TypeSampledImage 50
57: 6(float) Constant 1053609165
58: 24(fvec2) ConstantComposite 42 57
59: 28(int) Constant 2
62: TypeImage 6(float) 2D array sampled format:Unknown
63: TypePointer UniformConstant 62
64(g_tTex2df4): 63(ptr) Variable UniformConstant
67: TypeSampledImage 62
69: TypeVector 6(float) 3
70: 69(fvec3) ConstantComposite 25 26 42
71: TypeVector 28(int) 2
72: 71(ivec2) ConstantComposite 29 29
75: TypeImage 28(int) 2D array sampled format:Unknown
76: TypePointer UniformConstant 75
77(g_tTex2di4): 76(ptr) Variable UniformConstant
80: TypeSampledImage 75
82: 69(fvec3) ConstantComposite 42 57 30
85: TypeImage 46(int) 2D array sampled format:Unknown
86: TypePointer UniformConstant 85
87(g_tTex2du4): 86(ptr) Variable UniformConstant
90: TypeSampledImage 85
92: 6(float) Constant 1058642330
93: 6(float) Constant 1060320051
94: 69(fvec3) ConstantComposite 30 92 93
95: 71(ivec2) ConstantComposite 29 44
97: TypePointer Function 8(PS_OUTPUT)
99: 6(float) Constant 1065353216
100: 7(fvec4) ConstantComposite 99 99 99 99
102: TypePointer Function 6(float)
109: TypePointer Output 7(fvec4)
110(@entryPointOutput.Color): 109(ptr) Variable Output
113: TypePointer Output 6(float)
114(@entryPointOutput.Depth): 113(ptr) Variable Output
117(g_tTex1df4a): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
107(flattenTemp): 97(ptr) Variable Function
108:8(PS_OUTPUT) FunctionCall 10(@main()
Store 107(flattenTemp) 108
111: 12(ptr) AccessChain 107(flattenTemp) 29
112: 7(fvec4) Load 111
Store 110(@entryPointOutput.Color) 112
115: 102(ptr) AccessChain 107(flattenTemp) 44
116: 6(float) Load 115
Store 114(@entryPointOutput.Depth) 116
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(txval10): 12(ptr) Variable Function
34(txval11): 33(ptr) Variable Function
49(txval12): 48(ptr) Variable Function
61(txval20): 12(ptr) Variable Function
74(txval21): 33(ptr) Variable Function
84(txval22): 48(ptr) Variable Function
98(psout): 97(ptr) Variable Function
17: 14 Load 16(g_tTex1df4)
21: 18 Load 20(g_sSamp)
23: 22 SampledImage 17 21
31: 7(fvec4) ImageSampleImplicitLod 23 27 Bias ConstOffset 30 29
Store 13(txval10) 31
38: 35 Load 37(g_tTex1di4)
39: 18 Load 20(g_sSamp)
41: 40 SampledImage 38 39
45: 32(ivec4) ImageSampleImplicitLod 41 43 Bias ConstOffset 30 44
Store 34(txval11) 45
53: 50 Load 52(g_tTex1du4)
54: 18 Load 20(g_sSamp)
56: 55 SampledImage 53 54
60: 47(ivec4) ImageSampleImplicitLod 56 58 Bias ConstOffset 30 59
Store 49(txval12) 60
65: 62 Load 64(g_tTex2df4)
66: 18 Load 20(g_sSamp)
68: 67 SampledImage 65 66
73: 7(fvec4) ImageSampleImplicitLod 68 70 Bias ConstOffset 30 72
Store 61(txval20) 73
78: 75 Load 77(g_tTex2di4)
79: 18 Load 20(g_sSamp)
81: 80 SampledImage 78 79
83: 32(ivec4) ImageSampleImplicitLod 81 82 Bias ConstOffset 30 72
Store 74(txval21) 83
88: 85 Load 87(g_tTex2du4)
89: 18 Load 20(g_sSamp)
91: 90 SampledImage 88 89
96: 47(ivec4) ImageSampleImplicitLod 91 94 Bias ConstOffset 30 95
Store 84(txval22) 96
101: 12(ptr) AccessChain 98(psout) 29
Store 101 100
103: 102(ptr) AccessChain 98(psout) 44
Store 103 99
104:8(PS_OUTPUT) Load 98(psout)
ReturnValue 104
FunctionEnd
|