hlsl.load.buffer.float.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 float) 0:28 'r00' ( temp float) 0:28 Construct float ( temp float) 0:? textureFetch ( temp 4-component vector of float) 0:28 'g_tTexbfs' (layout( r32f) 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 int) 0:29 'r01' ( temp int) 0:29 Construct int ( temp int) 0:? textureFetch ( temp 4-component vector of int) 0:29 'g_tTexbis' (layout( r32i) 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 uint) 0:30 'r02' ( temp uint) 0:30 Construct uint ( temp uint) 0:? textureFetch ( temp 4-component vector of uint) 0:30 'g_tTexbus' (layout( r32ui) 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_tTexbfs_test' (layout( binding=0 r32f) uniform textureBuffer) 0:? 'g_tTexbfs' (layout( r32f) uniform textureBuffer) 0:? 'g_tTexbis' (layout( r32i) uniform itextureBuffer) 0:? 'g_tTexbus' (layout( r32ui) 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 float) 0:28 'r00' ( temp float) 0:28 Construct float ( temp float) 0:? textureFetch ( temp 4-component vector of float) 0:28 'g_tTexbfs' (layout( r32f) 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 int) 0:29 'r01' ( temp int) 0:29 Construct int ( temp int) 0:? textureFetch ( temp 4-component vector of int) 0:29 'g_tTexbis' (layout( r32i) 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 uint) 0:30 'r02' ( temp uint) 0:30 Construct uint ( temp uint) 0:? textureFetch ( temp 4-component vector of uint) 0:30 'g_tTexbus' (layout( r32ui) 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_tTexbfs_test' (layout( binding=0 r32f) uniform textureBuffer) 0:? 'g_tTexbfs' (layout( r32f) uniform textureBuffer) 0:? 'g_tTexbis' (layout( r32i) uniform itextureBuffer) 0:? 'g_tTexbus' (layout( r32ui) 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): 8000a // Id's are bound by 75 Capability Shader Capability SampledBuffer 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 67 71 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_tTexbfs" 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($Global) 7 "o4" Name 24 "" Name 32 "r01" Name 35 "g_tTexbis" Name 43 "r02" Name 46 "g_tTexbus" Name 54 "psout" Name 64 "flattenTemp" Name 67 "@entryPointOutput.Color" Name 71 "@entryPointOutput.Depth" Name 74 "g_tTexbfs_test" Decorate 16(g_tTexbfs) DescriptorSet 0 Decorate 16(g_tTexbfs) Binding 1 MemberDecorate 22($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 35(g_tTexbis) DescriptorSet 0 Decorate 35(g_tTexbis) Binding 2 Decorate 46(g_tTexbus) DescriptorSet 0 Decorate 46(g_tTexbus) Binding 3 Decorate 67(@entryPointOutput.Color) Location 0 Decorate 71(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 74(g_tTexbfs_test) DescriptorSet 0 Decorate 74(g_tTexbfs_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 6(float) 14: TypeImage 6(float) Buffer sampled format:R32f 15: TypePointer UniformConstant 14 16(g_tTexbfs): 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) 31: TypePointer Function 18(int) 33: TypeImage 18(int) Buffer sampled format:R32i 34: TypePointer UniformConstant 33 35(g_tTexbis): 34(ptr) Variable UniformConstant 41: TypeInt 32 0 42: TypePointer Function 41(int) 44: TypeImage 41(int) Buffer sampled format:R32ui 45: TypePointer UniformConstant 44 46(g_tTexbus): 45(ptr) Variable UniformConstant 50: TypeVector 41(int) 4 53: TypePointer Function 8(PS_OUTPUT) 55: 6(float) Constant 1065353216 56: 7(fvec4) ConstantComposite 55 55 55 55 57: TypePointer Function 7(fvec4) 59: 18(int) Constant 1 66: TypePointer Output 7(fvec4) 67(@entryPointOutput.Color): 66(ptr) Variable Output 70: TypePointer Output 6(float) 71(@entryPointOutput.Depth): 70(ptr) Variable Output 74(g_tTexbfs_test): 15(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 64(flattenTemp): 53(ptr) Variable Function 65:8(PS_OUTPUT) FunctionCall 10(@main() Store 64(flattenTemp) 65 68: 57(ptr) AccessChain 64(flattenTemp) 25 69: 7(fvec4) Load 68 Store 67(@entryPointOutput.Color) 69 72: 12(ptr) AccessChain 64(flattenTemp) 59 73: 6(float) Load 72 Store 71(@entryPointOutput.Depth) 73 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(r00): 12(ptr) Variable Function 32(r01): 31(ptr) Variable Function 43(r02): 42(ptr) Variable Function 54(psout): 53(ptr) Variable Function 17: 14 Load 16(g_tTexbfs) 27: 26(ptr) AccessChain 24 25 28: 18(int) Load 27 29: 7(fvec4) ImageFetch 17 28 30: 6(float) CompositeExtract 29 0 Store 13(r00) 30 36: 33 Load 35(g_tTexbis) 37: 26(ptr) AccessChain 24 25 38: 18(int) Load 37 39: 21(ivec4) ImageFetch 36 38 40: 18(int) CompositeExtract 39 0 Store 32(r01) 40 47: 44 Load 46(g_tTexbus) 48: 26(ptr) AccessChain 24 25 49: 18(int) Load 48 51: 50(ivec4) ImageFetch 47 49 52: 41(int) CompositeExtract 51 0 Store 43(r02) 52 58: 57(ptr) AccessChain 54(psout) 25 Store 58 56 60: 12(ptr) AccessChain 54(psout) 59 Store 60 55 61:8(PS_OUTPUT) Load 54(psout) ReturnValue 61 FunctionEnd