hlsl.load.rwbuffer.dx10.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:22 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:22 Function Parameters: 0:? Sequence 0:25 imageLoad ( temp 4-component vector of float) 0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) 0:25 c1: direct index for structure ( uniform int) 0:25 '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}) 0:25 Constant: 0:25 0 (const uint) 0:26 imageLoad ( temp 4-component vector of uint) 0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) 0:26 c1: direct index for structure ( uniform int) 0:26 '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}) 0:26 Constant: 0:26 0 (const uint) 0:27 imageLoad ( temp 4-component vector of int) 0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) 0:27 c1: direct index for structure ( uniform int) 0:27 '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}) 0:27 Constant: 0:27 0 (const uint) 0:29 move second child to first child ( temp 4-component vector of float) 0:29 Color: direct index for structure ( temp 4-component vector of float) 0:29 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:29 Constant: 0:29 0 (const int) 0:29 Constant: 0:29 1.000000 0:29 1.000000 0:29 1.000000 0:29 1.000000 0:31 Branch: Return with expression 0:31 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:22 Color: direct index for structure ( temp 4-component vector of float) 0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:? Linker Objects 0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) 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.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:22 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:22 Function Parameters: 0:? Sequence 0:25 imageLoad ( temp 4-component vector of float) 0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) 0:25 c1: direct index for structure ( uniform int) 0:25 '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}) 0:25 Constant: 0:25 0 (const uint) 0:26 imageLoad ( temp 4-component vector of uint) 0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) 0:26 c1: direct index for structure ( uniform int) 0:26 '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}) 0:26 Constant: 0:26 0 (const uint) 0:27 imageLoad ( temp 4-component vector of int) 0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) 0:27 c1: direct index for structure ( uniform int) 0:27 '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}) 0:27 Constant: 0:27 0 (const uint) 0:29 move second child to first child ( temp 4-component vector of float) 0:29 Color: direct index for structure ( temp 4-component vector of float) 0:29 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:29 Constant: 0:29 0 (const int) 0:29 Constant: 0:29 1.000000 0:29 1.000000 0:29 1.000000 0:29 1.000000 0:31 Branch: Return with expression 0:31 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:22 Color: direct index for structure ( temp 4-component vector of float) 0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:? Linker Objects 0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) 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.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 57 Capability Shader Capability ImageBuffer 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 54 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" Name 10 "@main(" Name 14 "g_tBuffF" Name 20 "$Global" MemberName 20($Global) 0 "c1" MemberName 20($Global) 1 "c2" MemberName 20($Global) 2 "c3" MemberName 20($Global) 3 "c4" MemberName 20($Global) 4 "o1" MemberName 20($Global) 5 "o2" MemberName 20($Global) 6 "o3" MemberName 20($Global) 7 "o4" Name 22 "" Name 31 "g_tBuffU" Name 39 "g_tBuffI" Name 45 "psout" Name 54 "@entryPointOutput.Color" Decorate 14(g_tBuffF) DescriptorSet 0 Decorate 14(g_tBuffF) Binding 0 MemberDecorate 20($Global) 0 Offset 0 MemberDecorate 20($Global) 1 Offset 8 MemberDecorate 20($Global) 2 Offset 16 MemberDecorate 20($Global) 3 Offset 32 MemberDecorate 20($Global) 4 Offset 48 MemberDecorate 20($Global) 5 Offset 56 MemberDecorate 20($Global) 6 Offset 64 MemberDecorate 20($Global) 7 Offset 80 Decorate 20($Global) Block Decorate 22 DescriptorSet 0 Decorate 22 Binding 3 Decorate 31(g_tBuffU) DescriptorSet 0 Decorate 31(g_tBuffU) Binding 2 Decorate 39(g_tBuffI) DescriptorSet 0 Decorate 39(g_tBuffI) Binding 1 Decorate 54(@entryPointOutput.Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 9: TypeFunction 8(PS_OUTPUT) 12: TypeImage 6(float) Buffer nonsampled format:Rgba32f 13: TypePointer UniformConstant 12 14(g_tBuffF): 13(ptr) Variable UniformConstant 16: TypeInt 32 1 17: TypeVector 16(int) 2 18: TypeVector 16(int) 3 19: TypeVector 16(int) 4 20($Global): TypeStruct 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 21: TypePointer Uniform 20($Global) 22: 21(ptr) Variable Uniform 23: 16(int) Constant 0 24: TypePointer Uniform 16(int) 28: TypeInt 32 0 29: TypeImage 28(int) Buffer nonsampled format:Rgba32ui 30: TypePointer UniformConstant 29 31(g_tBuffU): 30(ptr) Variable UniformConstant 35: TypeVector 28(int) 4 37: TypeImage 16(int) Buffer nonsampled format:Rgba32i 38: TypePointer UniformConstant 37 39(g_tBuffI): 38(ptr) Variable UniformConstant 44: TypePointer Function 8(PS_OUTPUT) 46: 6(float) Constant 1065353216 47: 7(fvec4) ConstantComposite 46 46 46 46 48: TypePointer Function 7(fvec4) 53: TypePointer Output 7(fvec4) 54(@entryPointOutput.Color): 53(ptr) Variable Output 4(main): 2 Function None 3 5: Label 55:8(PS_OUTPUT) FunctionCall 10(@main() 56: 7(fvec4) CompositeExtract 55 0 Store 54(@entryPointOutput.Color) 56 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 45(psout): 44(ptr) Variable Function 15: 12 Load 14(g_tBuffF) 25: 24(ptr) AccessChain 22 23 26: 16(int) Load 25 27: 7(fvec4) ImageRead 15 26 32: 29 Load 31(g_tBuffU) 33: 24(ptr) AccessChain 22 23 34: 16(int) Load 33 36: 35(ivec4) ImageRead 32 34 40: 37 Load 39(g_tBuffI) 41: 24(ptr) AccessChain 22 23 42: 16(int) Load 41 43: 19(ivec4) ImageRead 40 42 49: 48(ptr) AccessChain 45(psout) 23 Store 49 47 50:8(PS_OUTPUT) Load 45(psout) ReturnValue 50 FunctionEnd