1 hlsl.load.buffer.dx10.frag 2 Shader version: 500 3 gl_FragCoord origin is upper left 4 using depth_any 5 0:? Sequence 6 0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 7 0:24 Function Parameters: 8 0:? Sequence 9 0:28 Sequence 10 0:28 move second child to first child ( temp 4-component vector of float) 11 0:28 'r00' ( temp 4-component vector of float) 12 0:28 textureFetch ( temp 4-component vector of float) 13 0:28 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 14 0:28 c1: direct index for structure ( uniform int) 15 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}) 16 0:28 Constant: 17 0:28 0 (const uint) 18 0:29 Sequence 19 0:29 move second child to first child ( temp 4-component vector of int) 20 0:29 'r01' ( temp 4-component vector of int) 21 0:29 textureFetch ( temp 4-component vector of int) 22 0:29 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 23 0:29 c1: direct index for structure ( uniform int) 24 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}) 25 0:29 Constant: 26 0:29 0 (const uint) 27 0:30 Sequence 28 0:30 move second child to first child ( temp 4-component vector of uint) 29 0:30 'r02' ( temp 4-component vector of uint) 30 0:30 textureFetch ( temp 4-component vector of uint) 31 0:30 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 32 0:30 c1: direct index for structure ( uniform int) 33 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}) 34 0:30 Constant: 35 0:30 0 (const uint) 36 0:34 move second child to first child ( temp 4-component vector of float) 37 0:34 Color: direct index for structure ( temp 4-component vector of float) 38 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 39 0:34 Constant: 40 0:34 0 (const int) 41 0:34 Constant: 42 0:34 1.000000 43 0:34 1.000000 44 0:34 1.000000 45 0:34 1.000000 46 0:35 move second child to first child ( temp float) 47 0:35 Depth: direct index for structure ( temp float) 48 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 49 0:35 Constant: 50 0:35 1 (const int) 51 0:35 Constant: 52 0:35 1.000000 53 0:37 Branch: Return with expression 54 0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 55 0:24 Function Definition: main( ( temp void) 56 0:24 Function Parameters: 57 0:? Sequence 58 0:24 Sequence 59 0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 60 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 61 0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 62 0:24 move second child to first child ( temp 4-component vector of float) 63 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 64 0:24 Color: direct index for structure ( temp 4-component vector of float) 65 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 66 0:24 Constant: 67 0:24 0 (const int) 68 0:24 move second child to first child ( temp float) 69 0:? '@entryPointOutput.Depth' ( out float FragDepth) 70 0:24 Depth: direct index for structure ( temp float) 71 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 72 0:24 Constant: 73 0:24 1 (const int) 74 0:? Linker Objects 75 0:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer) 76 0:? 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 77 0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 78 0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 79 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}) 80 0:? '@entryPointOutput.Depth' ( out float FragDepth) 81 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 82 83 84 Linked fragment stage: 85 86 87 Shader version: 500 88 gl_FragCoord origin is upper left 89 using depth_any 90 0:? Sequence 91 0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 92 0:24 Function Parameters: 93 0:? Sequence 94 0:28 Sequence 95 0:28 move second child to first child ( temp 4-component vector of float) 96 0:28 'r00' ( temp 4-component vector of float) 97 0:28 textureFetch ( temp 4-component vector of float) 98 0:28 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 99 0:28 c1: direct index for structure ( uniform int) 100 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}) 101 0:28 Constant: 102 0:28 0 (const uint) 103 0:29 Sequence 104 0:29 move second child to first child ( temp 4-component vector of int) 105 0:29 'r01' ( temp 4-component vector of int) 106 0:29 textureFetch ( temp 4-component vector of int) 107 0:29 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 108 0:29 c1: direct index for structure ( uniform int) 109 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}) 110 0:29 Constant: 111 0:29 0 (const uint) 112 0:30 Sequence 113 0:30 move second child to first child ( temp 4-component vector of uint) 114 0:30 'r02' ( temp 4-component vector of uint) 115 0:30 textureFetch ( temp 4-component vector of uint) 116 0:30 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 117 0:30 c1: direct index for structure ( uniform int) 118 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}) 119 0:30 Constant: 120 0:30 0 (const uint) 121 0:34 move second child to first child ( temp 4-component vector of float) 122 0:34 Color: direct index for structure ( temp 4-component vector of float) 123 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 124 0:34 Constant: 125 0:34 0 (const int) 126 0:34 Constant: 127 0:34 1.000000 128 0:34 1.000000 129 0:34 1.000000 130 0:34 1.000000 131 0:35 move second child to first child ( temp float) 132 0:35 Depth: direct index for structure ( temp float) 133 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 134 0:35 Constant: 135 0:35 1 (const int) 136 0:35 Constant: 137 0:35 1.000000 138 0:37 Branch: Return with expression 139 0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 140 0:24 Function Definition: main( ( temp void) 141 0:24 Function Parameters: 142 0:? Sequence 143 0:24 Sequence 144 0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 145 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 146 0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 147 0:24 move second child to first child ( temp 4-component vector of float) 148 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 149 0:24 Color: direct index for structure ( temp 4-component vector of float) 150 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 151 0:24 Constant: 152 0:24 0 (const int) 153 0:24 move second child to first child ( temp float) 154 0:? '@entryPointOutput.Depth' ( out float FragDepth) 155 0:24 Depth: direct index for structure ( temp float) 156 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 157 0:24 Constant: 158 0:24 1 (const int) 159 0:? Linker Objects 160 0:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer) 161 0:? 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer) 162 0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer) 163 0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer) 164 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}) 165 0:? '@entryPointOutput.Depth' ( out float FragDepth) 166 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 167 168 // Module Version 10000 169 // Generated by (magic number): 80007 170 // Id's are bound by 72 171 172 Capability Shader 173 Capability SampledBuffer 174 1: ExtInstImport "GLSL.std.450" 175 MemoryModel Logical GLSL450 176 EntryPoint Fragment 4 "main" 64 68 177 ExecutionMode 4 OriginUpperLeft 178 ExecutionMode 4 DepthReplacing 179 Source HLSL 500 180 Name 4 "main" 181 Name 8 "PS_OUTPUT" 182 MemberName 8(PS_OUTPUT) 0 "Color" 183 MemberName 8(PS_OUTPUT) 1 "Depth" 184 Name 10 "@main(" 185 Name 13 "r00" 186 Name 16 "g_tTexbf4" 187 Name 22 "$Global" 188 MemberName 22($Global) 0 "c1" 189 MemberName 22($Global) 1 "c2" 190 MemberName 22($Global) 2 "c3" 191 MemberName 22($Global) 3 "c4" 192 MemberName 22($Global) 4 "o1" 193 MemberName 22($Global) 5 "o2" 194 MemberName 22($Global) 6 "o3" 195 MemberName 22($Global) 7 "o4" 196 Name 24 "" 197 Name 31 "r01" 198 Name 34 "g_tTexbi4" 199 Name 42 "r02" 200 Name 45 "g_tTexbu4" 201 Name 51 "psout" 202 Name 61 "flattenTemp" 203 Name 64 "@entryPointOutput.Color" 204 Name 68 "@entryPointOutput.Depth" 205 Name 71 "g_tTexbf4_test" 206 Decorate 16(g_tTexbf4) DescriptorSet 0 207 Decorate 16(g_tTexbf4) Binding 0 208 MemberDecorate 22($Global) 0 Offset 0 209 MemberDecorate 22($Global) 1 Offset 8 210 MemberDecorate 22($Global) 2 Offset 16 211 MemberDecorate 22($Global) 3 Offset 32 212 MemberDecorate 22($Global) 4 Offset 48 213 MemberDecorate 22($Global) 5 Offset 56 214 MemberDecorate 22($Global) 6 Offset 64 215 MemberDecorate 22($Global) 7 Offset 80 216 Decorate 22($Global) Block 217 Decorate 24 DescriptorSet 0 218 Decorate 24 Binding 0 219 Decorate 34(g_tTexbi4) DescriptorSet 0 220 Decorate 34(g_tTexbi4) Binding 0 221 Decorate 45(g_tTexbu4) DescriptorSet 0 222 Decorate 45(g_tTexbu4) Binding 0 223 Decorate 64(@entryPointOutput.Color) Location 0 224 Decorate 68(@entryPointOutput.Depth) BuiltIn FragDepth 225 Decorate 71(g_tTexbf4_test) DescriptorSet 0 226 Decorate 71(g_tTexbf4_test) Binding 0 227 2: TypeVoid 228 3: TypeFunction 2 229 6: TypeFloat 32 230 7: TypeVector 6(float) 4 231 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 232 9: TypeFunction 8(PS_OUTPUT) 233 12: TypePointer Function 7(fvec4) 234 14: TypeImage 6(float) Buffer sampled format:Rgba32f 235 15: TypePointer UniformConstant 14 236 16(g_tTexbf4): 15(ptr) Variable UniformConstant 237 18: TypeInt 32 1 238 19: TypeVector 18(int) 2 239 20: TypeVector 18(int) 3 240 21: TypeVector 18(int) 4 241 22($Global): TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 242 23: TypePointer Uniform 22($Global) 243 24: 23(ptr) Variable Uniform 244 25: 18(int) Constant 0 245 26: TypePointer Uniform 18(int) 246 30: TypePointer Function 21(ivec4) 247 32: TypeImage 18(int) Buffer sampled format:Rgba32i 248 33: TypePointer UniformConstant 32 249 34(g_tTexbi4): 33(ptr) Variable UniformConstant 250 39: TypeInt 32 0 251 40: TypeVector 39(int) 4 252 41: TypePointer Function 40(ivec4) 253 43: TypeImage 39(int) Buffer sampled format:Rgba32ui 254 44: TypePointer UniformConstant 43 255 45(g_tTexbu4): 44(ptr) Variable UniformConstant 256 50: TypePointer Function 8(PS_OUTPUT) 257 52: 6(float) Constant 1065353216 258 53: 7(fvec4) ConstantComposite 52 52 52 52 259 55: 18(int) Constant 1 260 56: TypePointer Function 6(float) 261 63: TypePointer Output 7(fvec4) 262 64(@entryPointOutput.Color): 63(ptr) Variable Output 263 67: TypePointer Output 6(float) 264 68(@entryPointOutput.Depth): 67(ptr) Variable Output 265 71(g_tTexbf4_test): 15(ptr) Variable UniformConstant 266 4(main): 2 Function None 3 267 5: Label 268 61(flattenTemp): 50(ptr) Variable Function 269 62:8(PS_OUTPUT) FunctionCall 10(@main() 270 Store 61(flattenTemp) 62 271 65: 12(ptr) AccessChain 61(flattenTemp) 25 272 66: 7(fvec4) Load 65 273 Store 64(@entryPointOutput.Color) 66 274 69: 56(ptr) AccessChain 61(flattenTemp) 55 275 70: 6(float) Load 69 276 Store 68(@entryPointOutput.Depth) 70 277 Return 278 FunctionEnd 279 10(@main():8(PS_OUTPUT) Function None 9 280 11: Label 281 13(r00): 12(ptr) Variable Function 282 31(r01): 30(ptr) Variable Function 283 42(r02): 41(ptr) Variable Function 284 51(psout): 50(ptr) Variable Function 285 17: 14 Load 16(g_tTexbf4) 286 27: 26(ptr) AccessChain 24 25 287 28: 18(int) Load 27 288 29: 7(fvec4) ImageFetch 17 28 289 Store 13(r00) 29 290 35: 32 Load 34(g_tTexbi4) 291 36: 26(ptr) AccessChain 24 25 292 37: 18(int) Load 36 293 38: 21(ivec4) ImageFetch 35 37 294 Store 31(r01) 38 295 46: 43 Load 45(g_tTexbu4) 296 47: 26(ptr) AccessChain 24 25 297 48: 18(int) Load 47 298 49: 40(ivec4) ImageFetch 46 48 299 Store 42(r02) 49 300 54: 12(ptr) AccessChain 51(psout) 25 301 Store 54 53 302 57: 56(ptr) AccessChain 51(psout) 55 303 Store 57 52 304 58:8(PS_OUTPUT) Load 51(psout) 305 ReturnValue 58 306 FunctionEnd 307