1 hlsl.attributeC11.frag 2 Shader version: 500 3 gl_FragCoord origin is upper left 4 0:? Sequence 5 0:20 Function Definition: @main(vf4; ( temp 4-component vector of float) 6 0:20 Function Parameters: 7 0:20 'input' ( in 4-component vector of float) 8 0:? Sequence 9 0:21 Branch: Return with expression 10 0:21 add ( temp 4-component vector of float) 11 0:21 'input' ( in 4-component vector of float) 12 0:21 textureFetch ( temp 4-component vector of float) 13 0:21 'attach' ( uniform texture2D) 14 0:21 vector swizzle ( temp int) 15 0:21 Constant: 16 0:21 0 (const int) 17 0:21 0 (const int) 18 0:21 Sequence 19 0:21 Constant: 20 0:21 0 (const int) 21 0:21 direct index ( temp int) 22 0:21 Constant: 23 0:21 0 (const int) 24 0:21 0 (const int) 25 0:21 Constant: 26 0:21 1 (const int) 27 0:20 Function Definition: main( ( temp void) 28 0:20 Function Parameters: 29 0:? Sequence 30 0:20 move second child to first child ( temp 4-component vector of float) 31 0:? 'input' ( temp 4-component vector of float) 32 0:? 'input' (layout( location=8) in 4-component vector of float) 33 0:20 move second child to first child ( temp 4-component vector of float) 34 0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float) 35 0:20 Function Call: @main(vf4; ( temp 4-component vector of float) 36 0:? 'input' ( temp 4-component vector of float) 37 0:? Linker Objects 38 0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data}) 39 0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data}) 40 0:? 'attach' ( uniform texture2D) 41 0:? 'ci' ( specialization-constant const int) 42 0:? 11 (const int) 43 0:? 'anon@0' (layout( row_major std430 push_constant) uniform block{layout( row_major std430 offset=0) uniform int a}) 44 0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float) 45 0:? 'input' (layout( location=8) in 4-component vector of float) 46 47 48 Linked fragment stage: 49 50 51 Shader version: 500 52 gl_FragCoord origin is upper left 53 0:? Sequence 54 0:20 Function Definition: @main(vf4; ( temp 4-component vector of float) 55 0:20 Function Parameters: 56 0:20 'input' ( in 4-component vector of float) 57 0:? Sequence 58 0:21 Branch: Return with expression 59 0:21 add ( temp 4-component vector of float) 60 0:21 'input' ( in 4-component vector of float) 61 0:21 textureFetch ( temp 4-component vector of float) 62 0:21 'attach' ( uniform texture2D) 63 0:21 vector swizzle ( temp int) 64 0:21 Constant: 65 0:21 0 (const int) 66 0:21 0 (const int) 67 0:21 Sequence 68 0:21 Constant: 69 0:21 0 (const int) 70 0:21 direct index ( temp int) 71 0:21 Constant: 72 0:21 0 (const int) 73 0:21 0 (const int) 74 0:21 Constant: 75 0:21 1 (const int) 76 0:20 Function Definition: main( ( temp void) 77 0:20 Function Parameters: 78 0:? Sequence 79 0:20 move second child to first child ( temp 4-component vector of float) 80 0:? 'input' ( temp 4-component vector of float) 81 0:? 'input' (layout( location=8) in 4-component vector of float) 82 0:20 move second child to first child ( temp 4-component vector of float) 83 0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float) 84 0:20 Function Call: @main(vf4; ( temp 4-component vector of float) 85 0:? 'input' ( temp 4-component vector of float) 86 0:? Linker Objects 87 0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data}) 88 0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data}) 89 0:? 'attach' ( uniform texture2D) 90 0:? 'ci' ( specialization-constant const int) 91 0:? 11 (const int) 92 0:? 'anon@0' (layout( row_major std430 push_constant) uniform block{layout( row_major std430 offset=0) uniform int a}) 93 0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float) 94 0:? 'input' (layout( location=8) in 4-component vector of float) 95 96 Validation failed 97 // Module Version 10000 98 // Generated by (magic number): 80007 99 // Id's are bound by 51 100 101 Capability Shader 102 1: ExtInstImport "GLSL.std.450" 103 MemoryModel Logical GLSL450 104 EntryPoint Fragment 4 "main" 33 36 105 ExecutionMode 4 OriginUpperLeft 106 Source HLSL 500 107 Name 4 "main" 108 Name 11 "@main(vf4;" 109 Name 10 "input" 110 Name 16 "attach" 111 Name 31 "input" 112 Name 33 "input" 113 Name 36 "@entryPointOutput" 114 Name 37 "param" 115 Name 41 "S" 116 MemberName 41(S) 0 "f" 117 Name 43 "buffer1" 118 MemberName 43(buffer1) 0 "@data" 119 Name 45 "buffer1" 120 Name 46 "buffer3" 121 Name 47 "ci" 122 Name 48 "pcBuf" 123 MemberName 48(pcBuf) 0 "a" 124 Name 50 "" 125 Decorate 16(attach) DescriptorSet 0 126 Decorate 16(attach) Binding 0 127 Decorate 16(attach) InputAttachmentIndex 4 128 Decorate 33(input) Location 8 129 Decorate 36(@entryPointOutput) Location 7 130 MemberDecorate 41(S) 0 Offset 0 131 Decorate 42 ArrayStride 8 132 MemberDecorate 43(buffer1) 0 NonWritable 133 MemberDecorate 43(buffer1) 0 Offset 0 134 Decorate 43(buffer1) BufferBlock 135 Decorate 45(buffer1) DescriptorSet 0 136 Decorate 45(buffer1) Binding 1 137 Decorate 46(buffer3) DescriptorSet 2 138 Decorate 46(buffer3) Binding 3 139 Decorate 47(ci) SpecId 13 140 MemberDecorate 48(pcBuf) 0 Offset 0 141 Decorate 48(pcBuf) Block 142 2: TypeVoid 143 3: TypeFunction 2 144 6: TypeFloat 32 145 7: TypeVector 6(float) 4 146 8: TypePointer Function 7(fvec4) 147 9: TypeFunction 7(fvec4) 8(ptr) 148 14: TypeImage 6(float) 2D sampled format:Unknown 149 15: TypePointer UniformConstant 14 150 16(attach): 15(ptr) Variable UniformConstant 151 18: TypeInt 32 1 152 19: TypeVector 18(int) 2 153 20: 18(int) Constant 0 154 21: 19(ivec2) ConstantComposite 20 20 155 22: TypeInt 32 0 156 23: 22(int) Constant 0 157 25: 22(int) Constant 1 158 32: TypePointer Input 7(fvec4) 159 33(input): 32(ptr) Variable Input 160 35: TypePointer Output 7(fvec4) 161 36(@entryPointOutput): 35(ptr) Variable Output 162 40: TypeVector 6(float) 2 163 41(S): TypeStruct 40(fvec2) 164 42: TypeRuntimeArray 41(S) 165 43(buffer1): TypeStruct 42 166 44: TypePointer Uniform 43(buffer1) 167 45(buffer1): 44(ptr) Variable Uniform 168 46(buffer3): 44(ptr) Variable Uniform 169 47(ci): 18(int) SpecConstant 11 170 48(pcBuf): TypeStruct 18(int) 171 49: TypePointer PushConstant 48(pcBuf) 172 50: 49(ptr) Variable PushConstant 173 4(main): 2 Function None 3 174 5: Label 175 31(input): 8(ptr) Variable Function 176 37(param): 8(ptr) Variable Function 177 34: 7(fvec4) Load 33(input) 178 Store 31(input) 34 179 38: 7(fvec4) Load 31(input) 180 Store 37(param) 38 181 39: 7(fvec4) FunctionCall 11(@main(vf4;) 37(param) 182 Store 36(@entryPointOutput) 39 183 Return 184 FunctionEnd 185 11(@main(vf4;): 7(fvec4) Function None 9 186 10(input): 8(ptr) FunctionParameter 187 12: Label 188 13: 7(fvec4) Load 10(input) 189 17: 14 Load 16(attach) 190 24: 18(int) CompositeExtract 21 0 191 26: 18(int) CompositeExtract 21 1 192 27: 7(fvec4) ImageFetch 17 24 Lod 26 193 28: 7(fvec4) FAdd 13 27 194 ReturnValue 28 195 FunctionEnd 196