blob: f8d43837390bc866038fbf4087267f157023a55c [file] [log] [blame]
hlsl.load.offset.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: getOffset3( ( temp 3-component vector of int)
0:53 Function Parameters:
0:? Sequence
0:54 Branch: Return with expression
0:54 Constant:
0:54 1 (const int)
0:54 1 (const int)
0:54 1 (const int)
0:58 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Function Parameters:
0:? Sequence
0:62 textureFetchOffset ( temp 4-component vector of float)
0:62 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:62 vector swizzle ( temp int)
0:62 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
0:62 direct index ( temp int)
0:62 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:62 Constant:
0:62 1 (const int)
0:62 Function Call: getOffset1( ( temp int)
0:63 textureFetchOffset ( temp 4-component vector of int)
0:63 'g_tTex1di4' ( uniform itexture1D)
0:63 vector swizzle ( temp int)
0:63 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 direct index ( temp int)
0:63 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:63 Constant:
0:63 1 (const int)
0:63 Function Call: getOffset1( ( temp int)
0:64 textureFetchOffset ( temp 4-component vector of uint)
0:64 'g_tTex1du4' ( uniform utexture1D)
0:64 vector swizzle ( temp int)
0:64 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
0:64 direct index ( temp int)
0:64 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:64 Constant:
0:64 1 (const int)
0:64 Function Call: getOffset1( ( temp int)
0:67 textureFetchOffset ( temp 4-component vector of float)
0:67 'g_tTex2df4' ( uniform texture2D)
0:67 vector swizzle ( temp 2-component vector of int)
0:67 c3: direct index for structure ( uniform 3-component vector of int)
0:67 '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})
0:67 Constant:
0:67 2 (const uint)
0:67 Sequence
0:67 Constant:
0:67 0 (const int)
0:67 Constant:
0:67 1 (const int)
0:67 direct index ( temp int)
0:67 c3: direct index for structure ( uniform 3-component vector of int)
0:67 '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})
0:67 Constant:
0:67 2 (const uint)
0:67 Constant:
0:67 2 (const int)
0:67 Function Call: getOffset2( ( temp 2-component vector of int)
0:68 textureFetchOffset ( temp 4-component vector of int)
0:68 'g_tTex2di4' ( uniform itexture2D)
0:68 vector swizzle ( temp 2-component vector of int)
0:68 c3: direct index for structure ( uniform 3-component vector of int)
0:68 '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})
0:68 Constant:
0:68 2 (const uint)
0:68 Sequence
0:68 Constant:
0:68 0 (const int)
0:68 Constant:
0:68 1 (const int)
0:68 direct index ( temp int)
0:68 c3: direct index for structure ( uniform 3-component vector of int)
0:68 '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})
0:68 Constant:
0:68 2 (const uint)
0:68 Constant:
0:68 2 (const int)
0:68 Function Call: getOffset2( ( temp 2-component vector of int)
0:69 textureFetchOffset ( temp 4-component vector of uint)
0:69 'g_tTex2du4' ( uniform utexture2D)
0:69 vector swizzle ( temp 2-component vector of int)
0:69 c3: direct index for structure ( uniform 3-component vector of int)
0:69 '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})
0:69 Constant:
0:69 2 (const uint)
0:69 Sequence
0:69 Constant:
0:69 0 (const int)
0:69 Constant:
0:69 1 (const int)
0:69 direct index ( temp int)
0:69 c3: direct index for structure ( uniform 3-component vector of int)
0:69 '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})
0:69 Constant:
0:69 2 (const uint)
0:69 Constant:
0:69 2 (const int)
0:69 Function Call: getOffset2( ( temp 2-component vector of int)
0:72 textureFetchOffset ( temp 4-component vector of float)
0:72 'g_tTex3df4' ( uniform texture3D)
0:72 vector swizzle ( temp 3-component vector of int)
0:72 c4: direct index for structure ( uniform 4-component vector of int)
0:72 '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})
0:72 Constant:
0:72 3 (const uint)
0:72 Sequence
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
0:72 1 (const int)
0:72 Constant:
0:72 2 (const int)
0:72 direct index ( temp int)
0:72 c4: direct index for structure ( uniform 4-component vector of int)
0:72 '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})
0:72 Constant:
0:72 3 (const uint)
0:72 Constant:
0:72 3 (const int)
0:72 Function Call: getOffset3( ( temp 3-component vector of int)
0:73 textureFetchOffset ( temp 4-component vector of int)
0:73 'g_tTex3di4' ( uniform itexture3D)
0:73 vector swizzle ( temp 3-component vector of int)
0:73 c4: direct index for structure ( uniform 4-component vector of int)
0:73 '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})
0:73 Constant:
0:73 3 (const uint)
0:73 Sequence
0:73 Constant:
0:73 0 (const int)
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 2 (const int)
0:73 direct index ( temp int)
0:73 c4: direct index for structure ( uniform 4-component vector of int)
0:73 '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})
0:73 Constant:
0:73 3 (const uint)
0:73 Constant:
0:73 3 (const int)
0:73 Function Call: getOffset3( ( temp 3-component vector of int)
0:74 textureFetchOffset ( temp 4-component vector of uint)
0:74 'g_tTex3du4' ( uniform utexture3D)
0:74 vector swizzle ( temp 3-component vector of int)
0:74 c4: direct index for structure ( uniform 4-component vector of int)
0:74 '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})
0:74 Constant:
0:74 3 (const uint)
0:74 Sequence
0:74 Constant:
0:74 0 (const int)
0:74 Constant:
0:74 1 (const int)
0:74 Constant:
0:74 2 (const int)
0:74 direct index ( temp int)
0:74 c4: direct index for structure ( uniform 4-component vector of int)
0:74 '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})
0:74 Constant:
0:74 3 (const uint)
0:74 Constant:
0:74 3 (const int)
0:74 Function Call: getOffset3( ( temp 3-component vector of int)
0:82 move second child to first child ( temp 4-component vector of float)
0:82 Color: direct index for structure ( temp 4-component vector of float)
0:82 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:82 Constant:
0:82 0 (const int)
0:82 Constant:
0:82 1.000000
0:82 1.000000
0:82 1.000000
0:82 1.000000
0:83 move second child to first child ( temp float)
0:83 Depth: direct index for structure ( temp float)
0:83 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:83 Constant:
0:83 1 (const int)
0:83 Constant:
0:83 1.000000
0:85 Branch: Return with expression
0:85 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Function Definition: main( ( temp void)
0:58 Function Parameters:
0:? Sequence
0:58 Sequence
0:58 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:58 Color: direct index for structure ( temp 4-component vector of float)
0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Constant:
0:58 0 (const int)
0:58 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:58 Depth: direct index for structure ( temp float)
0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Constant:
0:58 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: getOffset3( ( temp 3-component vector of int)
0:53 Function Parameters:
0:? Sequence
0:54 Branch: Return with expression
0:54 Constant:
0:54 1 (const int)
0:54 1 (const int)
0:54 1 (const int)
0:58 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Function Parameters:
0:? Sequence
0:62 textureFetchOffset ( temp 4-component vector of float)
0:62 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:62 vector swizzle ( temp int)
0:62 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
0:62 direct index ( temp int)
0:62 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:62 Constant:
0:62 1 (const int)
0:62 Function Call: getOffset1( ( temp int)
0:63 textureFetchOffset ( temp 4-component vector of int)
0:63 'g_tTex1di4' ( uniform itexture1D)
0:63 vector swizzle ( temp int)
0:63 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 direct index ( temp int)
0:63 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:63 Constant:
0:63 1 (const int)
0:63 Function Call: getOffset1( ( temp int)
0:64 textureFetchOffset ( temp 4-component vector of uint)
0:64 'g_tTex1du4' ( uniform utexture1D)
0:64 vector swizzle ( temp int)
0:64 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
0:64 direct index ( temp int)
0:64 c2: direct index for structure ( uniform 2-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 1 (const uint)
0:64 Constant:
0:64 1 (const int)
0:64 Function Call: getOffset1( ( temp int)
0:67 textureFetchOffset ( temp 4-component vector of float)
0:67 'g_tTex2df4' ( uniform texture2D)
0:67 vector swizzle ( temp 2-component vector of int)
0:67 c3: direct index for structure ( uniform 3-component vector of int)
0:67 '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})
0:67 Constant:
0:67 2 (const uint)
0:67 Sequence
0:67 Constant:
0:67 0 (const int)
0:67 Constant:
0:67 1 (const int)
0:67 direct index ( temp int)
0:67 c3: direct index for structure ( uniform 3-component vector of int)
0:67 '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})
0:67 Constant:
0:67 2 (const uint)
0:67 Constant:
0:67 2 (const int)
0:67 Function Call: getOffset2( ( temp 2-component vector of int)
0:68 textureFetchOffset ( temp 4-component vector of int)
0:68 'g_tTex2di4' ( uniform itexture2D)
0:68 vector swizzle ( temp 2-component vector of int)
0:68 c3: direct index for structure ( uniform 3-component vector of int)
0:68 '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})
0:68 Constant:
0:68 2 (const uint)
0:68 Sequence
0:68 Constant:
0:68 0 (const int)
0:68 Constant:
0:68 1 (const int)
0:68 direct index ( temp int)
0:68 c3: direct index for structure ( uniform 3-component vector of int)
0:68 '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})
0:68 Constant:
0:68 2 (const uint)
0:68 Constant:
0:68 2 (const int)
0:68 Function Call: getOffset2( ( temp 2-component vector of int)
0:69 textureFetchOffset ( temp 4-component vector of uint)
0:69 'g_tTex2du4' ( uniform utexture2D)
0:69 vector swizzle ( temp 2-component vector of int)
0:69 c3: direct index for structure ( uniform 3-component vector of int)
0:69 '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})
0:69 Constant:
0:69 2 (const uint)
0:69 Sequence
0:69 Constant:
0:69 0 (const int)
0:69 Constant:
0:69 1 (const int)
0:69 direct index ( temp int)
0:69 c3: direct index for structure ( uniform 3-component vector of int)
0:69 '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})
0:69 Constant:
0:69 2 (const uint)
0:69 Constant:
0:69 2 (const int)
0:69 Function Call: getOffset2( ( temp 2-component vector of int)
0:72 textureFetchOffset ( temp 4-component vector of float)
0:72 'g_tTex3df4' ( uniform texture3D)
0:72 vector swizzle ( temp 3-component vector of int)
0:72 c4: direct index for structure ( uniform 4-component vector of int)
0:72 '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})
0:72 Constant:
0:72 3 (const uint)
0:72 Sequence
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
0:72 1 (const int)
0:72 Constant:
0:72 2 (const int)
0:72 direct index ( temp int)
0:72 c4: direct index for structure ( uniform 4-component vector of int)
0:72 '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})
0:72 Constant:
0:72 3 (const uint)
0:72 Constant:
0:72 3 (const int)
0:72 Function Call: getOffset3( ( temp 3-component vector of int)
0:73 textureFetchOffset ( temp 4-component vector of int)
0:73 'g_tTex3di4' ( uniform itexture3D)
0:73 vector swizzle ( temp 3-component vector of int)
0:73 c4: direct index for structure ( uniform 4-component vector of int)
0:73 '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})
0:73 Constant:
0:73 3 (const uint)
0:73 Sequence
0:73 Constant:
0:73 0 (const int)
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 2 (const int)
0:73 direct index ( temp int)
0:73 c4: direct index for structure ( uniform 4-component vector of int)
0:73 '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})
0:73 Constant:
0:73 3 (const uint)
0:73 Constant:
0:73 3 (const int)
0:73 Function Call: getOffset3( ( temp 3-component vector of int)
0:74 textureFetchOffset ( temp 4-component vector of uint)
0:74 'g_tTex3du4' ( uniform utexture3D)
0:74 vector swizzle ( temp 3-component vector of int)
0:74 c4: direct index for structure ( uniform 4-component vector of int)
0:74 '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})
0:74 Constant:
0:74 3 (const uint)
0:74 Sequence
0:74 Constant:
0:74 0 (const int)
0:74 Constant:
0:74 1 (const int)
0:74 Constant:
0:74 2 (const int)
0:74 direct index ( temp int)
0:74 c4: direct index for structure ( uniform 4-component vector of int)
0:74 '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})
0:74 Constant:
0:74 3 (const uint)
0:74 Constant:
0:74 3 (const int)
0:74 Function Call: getOffset3( ( temp 3-component vector of int)
0:82 move second child to first child ( temp 4-component vector of float)
0:82 Color: direct index for structure ( temp 4-component vector of float)
0:82 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:82 Constant:
0:82 0 (const int)
0:82 Constant:
0:82 1.000000
0:82 1.000000
0:82 1.000000
0:82 1.000000
0:83 move second child to first child ( temp float)
0:83 Depth: direct index for structure ( temp float)
0:83 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:83 Constant:
0:83 1 (const int)
0:83 Constant:
0:83 1.000000
0:85 Branch: Return with expression
0:85 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Function Definition: main( ( temp void)
0:58 Function Parameters:
0:? Sequence
0:58 Sequence
0:58 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:58 Color: direct index for structure ( temp 4-component vector of float)
0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Constant:
0:58 0 (const int)
0:58 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:58 Depth: direct index for structure ( temp float)
0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Constant:
0:58 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): 8000b
// Id's are bound by 205
Capability Shader
Capability ImageGatherExtended
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 159 163
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "getOffset1("
Name 12 "getOffset2("
Name 16 "getOffset3("
Name 20 "PS_OUTPUT"
MemberName 20(PS_OUTPUT) 0 "Color"
MemberName 20(PS_OUTPUT) 1 "Depth"
Name 22 "@main("
Name 35 "g_tTex1df4"
Name 38 "$Global"
MemberName 38($Global) 0 "c1"
MemberName 38($Global) 1 "c2"
MemberName 38($Global) 2 "c3"
MemberName 38($Global) 3 "c4"
Name 40 ""
Name 53 "g_tTex1di4"
Name 63 "g_tTex1du4"
Name 74 "g_tTex2df4"
Name 88 "g_tTex2di4"
Name 99 "g_tTex2du4"
Name 110 "g_tTex3df4"
Name 124 "g_tTex3di4"
Name 135 "g_tTex3du4"
Name 145 "psout"
Name 156 "flattenTemp"
Name 159 "@entryPointOutput.Color"
Name 163 "@entryPointOutput.Depth"
Name 168 "g_sSamp"
Name 171 "g_tTexcdf4"
Name 174 "g_tTexcdi4"
Name 177 "g_tTexcdu4"
Name 180 "g_tTex1df4a"
Name 183 "g_tTex1di4a"
Name 186 "g_tTex1du4a"
Name 189 "g_tTex2df4a"
Name 192 "g_tTex2di4a"
Name 195 "g_tTex2du4a"
Name 198 "g_tTexcdf4a"
Name 201 "g_tTexcdi4a"
Name 204 "g_tTexcdu4a"
Decorate 35(g_tTex1df4) DescriptorSet 0
Decorate 35(g_tTex1df4) Binding 0
MemberDecorate 38($Global) 0 Offset 0
MemberDecorate 38($Global) 1 Offset 8
MemberDecorate 38($Global) 2 Offset 16
MemberDecorate 38($Global) 3 Offset 32
Decorate 38($Global) Block
Decorate 40 DescriptorSet 0
Decorate 40 Binding 9
Decorate 53(g_tTex1di4) DescriptorSet 0
Decorate 53(g_tTex1di4) Binding 1
Decorate 63(g_tTex1du4) DescriptorSet 0
Decorate 63(g_tTex1du4) Binding 2
Decorate 74(g_tTex2df4) DescriptorSet 0
Decorate 74(g_tTex2df4) Binding 3
Decorate 88(g_tTex2di4) DescriptorSet 0
Decorate 88(g_tTex2di4) Binding 4
Decorate 99(g_tTex2du4) DescriptorSet 0
Decorate 99(g_tTex2du4) Binding 5
Decorate 110(g_tTex3df4) DescriptorSet 0
Decorate 110(g_tTex3df4) Binding 6
Decorate 124(g_tTex3di4) DescriptorSet 0
Decorate 124(g_tTex3di4) Binding 7
Decorate 135(g_tTex3du4) DescriptorSet 0
Decorate 135(g_tTex3du4) Binding 8
Decorate 159(@entryPointOutput.Color) Location 0
Decorate 163(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 168(g_sSamp) DescriptorSet 0
Decorate 168(g_sSamp) Binding 0
Decorate 171(g_tTexcdf4) DescriptorSet 0
Decorate 171(g_tTexcdf4) Binding 0
Decorate 174(g_tTexcdi4) DescriptorSet 0
Decorate 174(g_tTexcdi4) Binding 0
Decorate 177(g_tTexcdu4) DescriptorSet 0
Decorate 177(g_tTexcdu4) Binding 0
Decorate 180(g_tTex1df4a) DescriptorSet 0
Decorate 180(g_tTex1df4a) Binding 0
Decorate 183(g_tTex1di4a) DescriptorSet 0
Decorate 183(g_tTex1di4a) Binding 0
Decorate 186(g_tTex1du4a) DescriptorSet 0
Decorate 186(g_tTex1du4a) Binding 0
Decorate 189(g_tTex2df4a) DescriptorSet 0
Decorate 189(g_tTex2df4a) Binding 0
Decorate 192(g_tTex2di4a) DescriptorSet 0
Decorate 192(g_tTex2di4a) Binding 0
Decorate 195(g_tTex2du4a) DescriptorSet 0
Decorate 195(g_tTex2du4a) Binding 0
Decorate 198(g_tTexcdf4a) DescriptorSet 0
Decorate 198(g_tTexcdf4a) Binding 0
Decorate 201(g_tTexcdi4a) DescriptorSet 0
Decorate 201(g_tTexcdi4a) Binding 0
Decorate 204(g_tTexcdu4a) DescriptorSet 0
Decorate 204(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: TypeVector 6(int) 3
15: TypeFunction 14(ivec3)
18: TypeFloat 32
19: TypeVector 18(float) 4
20(PS_OUTPUT): TypeStruct 19(fvec4) 18(float)
21: TypeFunction 20(PS_OUTPUT)
24: 6(int) Constant 1
27: 10(ivec2) ConstantComposite 24 24
30: 14(ivec3) ConstantComposite 24 24 24
33: TypeImage 18(float) 1D sampled format:Unknown
34: TypePointer UniformConstant 33
35(g_tTex1df4): 34(ptr) Variable UniformConstant
37: TypeVector 6(int) 4
38($Global): TypeStruct 6(int) 10(ivec2) 14(ivec3) 37(ivec4)
39: TypePointer Uniform 38($Global)
40: 39(ptr) Variable Uniform
41: TypeInt 32 0
42: 41(int) Constant 0
43: TypePointer Uniform 6(int)
46: 41(int) Constant 1
51: TypeImage 6(int) 1D sampled format:Unknown
52: TypePointer UniformConstant 51
53(g_tTex1di4): 52(ptr) Variable UniformConstant
61: TypeImage 41(int) 1D sampled format:Unknown
62: TypePointer UniformConstant 61
63(g_tTex1du4): 62(ptr) Variable UniformConstant
70: TypeVector 41(int) 4
72: TypeImage 18(float) 2D sampled format:Unknown
73: TypePointer UniformConstant 72
74(g_tTex2df4): 73(ptr) Variable UniformConstant
76: 6(int) Constant 2
77: TypePointer Uniform 14(ivec3)
81: 41(int) Constant 2
86: TypeImage 6(int) 2D sampled format:Unknown
87: TypePointer UniformConstant 86
88(g_tTex2di4): 87(ptr) Variable UniformConstant
97: TypeImage 41(int) 2D sampled format:Unknown
98: TypePointer UniformConstant 97
99(g_tTex2du4): 98(ptr) Variable UniformConstant
108: TypeImage 18(float) 3D sampled format:Unknown
109: TypePointer UniformConstant 108
110(g_tTex3df4): 109(ptr) Variable UniformConstant
112: 6(int) Constant 3
113: TypePointer Uniform 37(ivec4)
117: 41(int) Constant 3
122: TypeImage 6(int) 3D sampled format:Unknown
123: TypePointer UniformConstant 122
124(g_tTex3di4): 123(ptr) Variable UniformConstant
133: TypeImage 41(int) 3D sampled format:Unknown
134: TypePointer UniformConstant 133
135(g_tTex3du4): 134(ptr) Variable UniformConstant
144: TypePointer Function 20(PS_OUTPUT)
146: 6(int) Constant 0
147: 18(float) Constant 1065353216
148: 19(fvec4) ConstantComposite 147 147 147 147
149: TypePointer Function 19(fvec4)
151: TypePointer Function 18(float)
158: TypePointer Output 19(fvec4)
159(@entryPointOutput.Color): 158(ptr) Variable Output
162: TypePointer Output 18(float)
163(@entryPointOutput.Depth): 162(ptr) Variable Output
166: TypeSampler
167: TypePointer UniformConstant 166
168(g_sSamp): 167(ptr) Variable UniformConstant
169: TypeImage 18(float) Cube sampled format:Unknown
170: TypePointer UniformConstant 169
171(g_tTexcdf4): 170(ptr) Variable UniformConstant
172: TypeImage 6(int) Cube sampled format:Unknown
173: TypePointer UniformConstant 172
174(g_tTexcdi4): 173(ptr) Variable UniformConstant
175: TypeImage 41(int) Cube sampled format:Unknown
176: TypePointer UniformConstant 175
177(g_tTexcdu4): 176(ptr) Variable UniformConstant
178: TypeImage 18(float) 1D array sampled format:Unknown
179: TypePointer UniformConstant 178
180(g_tTex1df4a): 179(ptr) Variable UniformConstant
181: TypeImage 6(int) 1D array sampled format:Unknown
182: TypePointer UniformConstant 181
183(g_tTex1di4a): 182(ptr) Variable UniformConstant
184: TypeImage 41(int) 1D array sampled format:Unknown
185: TypePointer UniformConstant 184
186(g_tTex1du4a): 185(ptr) Variable UniformConstant
187: TypeImage 18(float) 2D array sampled format:Unknown
188: TypePointer UniformConstant 187
189(g_tTex2df4a): 188(ptr) Variable UniformConstant
190: TypeImage 6(int) 2D array sampled format:Unknown
191: TypePointer UniformConstant 190
192(g_tTex2di4a): 191(ptr) Variable UniformConstant
193: TypeImage 41(int) 2D array sampled format:Unknown
194: TypePointer UniformConstant 193
195(g_tTex2du4a): 194(ptr) Variable UniformConstant
196: TypeImage 18(float) Cube array sampled format:Unknown
197: TypePointer UniformConstant 196
198(g_tTexcdf4a): 197(ptr) Variable UniformConstant
199: TypeImage 6(int) Cube array sampled format:Unknown
200: TypePointer UniformConstant 199
201(g_tTexcdi4a): 200(ptr) Variable UniformConstant
202: TypeImage 41(int) Cube array sampled format:Unknown
203: TypePointer UniformConstant 202
204(g_tTexcdu4a): 203(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
156(flattenTemp): 144(ptr) Variable Function
157:20(PS_OUTPUT) FunctionCall 22(@main()
Store 156(flattenTemp) 157
160: 149(ptr) AccessChain 156(flattenTemp) 146
161: 19(fvec4) Load 160
Store 159(@entryPointOutput.Color) 161
164: 151(ptr) AccessChain 156(flattenTemp) 24
165: 18(float) Load 164
Store 163(@entryPointOutput.Depth) 165
Return
FunctionEnd
8(getOffset1(): 6(int) Function None 7
9: Label
ReturnValue 24
FunctionEnd
12(getOffset2(): 10(ivec2) Function None 11
13: Label
ReturnValue 27
FunctionEnd
16(getOffset3(): 14(ivec3) Function None 15
17: Label
ReturnValue 30
FunctionEnd
22(@main():20(PS_OUTPUT) Function None 21
23: Label
145(psout): 144(ptr) Variable Function
36: 33 Load 35(g_tTex1df4)
44: 43(ptr) AccessChain 40 24 42
45: 6(int) Load 44
47: 43(ptr) AccessChain 40 24 46
48: 6(int) Load 47
49: 6(int) FunctionCall 8(getOffset1()
50: 19(fvec4) ImageFetch 36 45 Lod Offset 48 49
54: 51 Load 53(g_tTex1di4)
55: 43(ptr) AccessChain 40 24 42
56: 6(int) Load 55
57: 43(ptr) AccessChain 40 24 46
58: 6(int) Load 57
59: 6(int) FunctionCall 8(getOffset1()
60: 37(ivec4) ImageFetch 54 56 Lod Offset 58 59
64: 61 Load 63(g_tTex1du4)
65: 43(ptr) AccessChain 40 24 42
66: 6(int) Load 65
67: 43(ptr) AccessChain 40 24 46
68: 6(int) Load 67
69: 6(int) FunctionCall 8(getOffset1()
71: 70(ivec4) ImageFetch 64 66 Lod Offset 68 69
75: 72 Load 74(g_tTex2df4)
78: 77(ptr) AccessChain 40 76
79: 14(ivec3) Load 78
80: 10(ivec2) VectorShuffle 79 79 0 1
82: 43(ptr) AccessChain 40 76 81
83: 6(int) Load 82
84: 10(ivec2) FunctionCall 12(getOffset2()
85: 19(fvec4) ImageFetch 75 80 Lod Offset 83 84
89: 86 Load 88(g_tTex2di4)
90: 77(ptr) AccessChain 40 76
91: 14(ivec3) Load 90
92: 10(ivec2) VectorShuffle 91 91 0 1
93: 43(ptr) AccessChain 40 76 81
94: 6(int) Load 93
95: 10(ivec2) FunctionCall 12(getOffset2()
96: 37(ivec4) ImageFetch 89 92 Lod Offset 94 95
100: 97 Load 99(g_tTex2du4)
101: 77(ptr) AccessChain 40 76
102: 14(ivec3) Load 101
103: 10(ivec2) VectorShuffle 102 102 0 1
104: 43(ptr) AccessChain 40 76 81
105: 6(int) Load 104
106: 10(ivec2) FunctionCall 12(getOffset2()
107: 70(ivec4) ImageFetch 100 103 Lod Offset 105 106
111: 108 Load 110(g_tTex3df4)
114: 113(ptr) AccessChain 40 112
115: 37(ivec4) Load 114
116: 14(ivec3) VectorShuffle 115 115 0 1 2
118: 43(ptr) AccessChain 40 112 117
119: 6(int) Load 118
120: 14(ivec3) FunctionCall 16(getOffset3()
121: 19(fvec4) ImageFetch 111 116 Lod Offset 119 120
125: 122 Load 124(g_tTex3di4)
126: 113(ptr) AccessChain 40 112
127: 37(ivec4) Load 126
128: 14(ivec3) VectorShuffle 127 127 0 1 2
129: 43(ptr) AccessChain 40 112 117
130: 6(int) Load 129
131: 14(ivec3) FunctionCall 16(getOffset3()
132: 37(ivec4) ImageFetch 125 128 Lod Offset 130 131
136: 133 Load 135(g_tTex3du4)
137: 113(ptr) AccessChain 40 112
138: 37(ivec4) Load 137
139: 14(ivec3) VectorShuffle 138 138 0 1 2
140: 43(ptr) AccessChain 40 112 117
141: 6(int) Load 140
142: 14(ivec3) FunctionCall 16(getOffset3()
143: 70(ivec4) ImageFetch 136 139 Lod Offset 141 142
150: 149(ptr) AccessChain 145(psout) 146
Store 150 148
152: 151(ptr) AccessChain 145(psout) 24
Store 152 147
153:20(PS_OUTPUT) Load 145(psout)
ReturnValue 153
FunctionEnd