1 hlsl.texturebuffer.frag 2 Shader version: 500 3 gl_FragCoord origin is upper left 4 0:? Sequence 5 0:15 Function Definition: @main(vf4; ( temp 4-component vector of float) 6 0:15 Function Parameters: 7 0:15 'pos' ( in 4-component vector of float) 8 0:? Sequence 9 0:16 Branch: Return with expression 10 0:16 add ( temp 4-component vector of float) 11 0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 12 0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i}) 13 0:16 Constant: 14 0:16 0 (const int) 15 0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 16 0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2}) 17 0:16 Constant: 18 0:16 0 (const uint) 19 0:15 Function Definition: main( ( temp void) 20 0:15 Function Parameters: 21 0:? Sequence 22 0:15 move second child to first child ( temp 4-component vector of float) 23 0:? 'pos' ( temp 4-component vector of float) 24 0:? 'pos' ( in 4-component vector of float FragCoord) 25 0:15 move second child to first child ( temp 4-component vector of float) 26 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 27 0:15 Function Call: @main(vf4; ( temp 4-component vector of float) 28 0:? 'pos' ( temp 4-component vector of float) 29 0:? Linker Objects 30 0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i}) 31 0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2}) 32 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 33 0:? 'pos' ( in 4-component vector of float FragCoord) 34 35 36 Linked fragment stage: 37 38 39 Shader version: 500 40 gl_FragCoord origin is upper left 41 0:? Sequence 42 0:15 Function Definition: @main(vf4; ( temp 4-component vector of float) 43 0:15 Function Parameters: 44 0:15 'pos' ( in 4-component vector of float) 45 0:? Sequence 46 0:16 Branch: Return with expression 47 0:16 add ( temp 4-component vector of float) 48 0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 49 0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i}) 50 0:16 Constant: 51 0:16 0 (const int) 52 0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 53 0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2}) 54 0:16 Constant: 55 0:16 0 (const uint) 56 0:15 Function Definition: main( ( temp void) 57 0:15 Function Parameters: 58 0:? Sequence 59 0:15 move second child to first child ( temp 4-component vector of float) 60 0:? 'pos' ( temp 4-component vector of float) 61 0:? 'pos' ( in 4-component vector of float FragCoord) 62 0:15 move second child to first child ( temp 4-component vector of float) 63 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 64 0:15 Function Call: @main(vf4; ( temp 4-component vector of float) 65 0:? 'pos' ( temp 4-component vector of float) 66 0:? Linker Objects 67 0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i}) 68 0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2}) 69 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 70 0:? 'pos' ( in 4-component vector of float FragCoord) 71 72 // Module Version 10000 73 // Generated by (magic number): 80007 74 // Id's are bound by 39 75 76 Capability Shader 77 1: ExtInstImport "GLSL.std.450" 78 MemoryModel Logical GLSL450 79 EntryPoint Fragment 4 "main" 32 35 80 ExecutionMode 4 OriginUpperLeft 81 Source HLSL 500 82 Name 4 "main" 83 Name 11 "@main(vf4;" 84 Name 10 "pos" 85 Name 15 "TextureBuffer_var" 86 MemberName 15(TextureBuffer_var) 0 "f" 87 MemberName 15(TextureBuffer_var) 1 "i" 88 Name 17 "TextureBuffer_var" 89 Name 22 "tbuf2" 90 MemberName 22(tbuf2) 0 "f2" 91 MemberName 22(tbuf2) 1 "i2" 92 Name 24 "" 93 Name 30 "pos" 94 Name 32 "pos" 95 Name 35 "@entryPointOutput" 96 Name 36 "param" 97 MemberDecorate 15(TextureBuffer_var) 0 NonWritable 98 MemberDecorate 15(TextureBuffer_var) 0 Offset 0 99 MemberDecorate 15(TextureBuffer_var) 1 NonWritable 100 MemberDecorate 15(TextureBuffer_var) 1 Offset 16 101 Decorate 15(TextureBuffer_var) BufferBlock 102 Decorate 17(TextureBuffer_var) DescriptorSet 0 103 Decorate 17(TextureBuffer_var) Binding 0 104 MemberDecorate 22(tbuf2) 0 NonWritable 105 MemberDecorate 22(tbuf2) 0 Offset 0 106 MemberDecorate 22(tbuf2) 1 NonWritable 107 MemberDecorate 22(tbuf2) 1 Offset 16 108 Decorate 22(tbuf2) BufferBlock 109 Decorate 24 DescriptorSet 0 110 Decorate 24 Binding 0 111 Decorate 32(pos) BuiltIn FragCoord 112 Decorate 35(@entryPointOutput) Location 0 113 2: TypeVoid 114 3: TypeFunction 2 115 6: TypeFloat 32 116 7: TypeVector 6(float) 4 117 8: TypePointer Function 7(fvec4) 118 9: TypeFunction 7(fvec4) 8(ptr) 119 13: TypeInt 32 1 120 14: TypeVector 13(int) 4 121 15(TextureBuffer_var): TypeStruct 7(fvec4) 14(ivec4) 122 16: TypePointer Uniform 15(TextureBuffer_var) 123 17(TextureBuffer_var): 16(ptr) Variable Uniform 124 18: 13(int) Constant 0 125 19: TypePointer Uniform 7(fvec4) 126 22(tbuf2): TypeStruct 7(fvec4) 14(ivec4) 127 23: TypePointer Uniform 22(tbuf2) 128 24: 23(ptr) Variable Uniform 129 31: TypePointer Input 7(fvec4) 130 32(pos): 31(ptr) Variable Input 131 34: TypePointer Output 7(fvec4) 132 35(@entryPointOutput): 34(ptr) Variable Output 133 4(main): 2 Function None 3 134 5: Label 135 30(pos): 8(ptr) Variable Function 136 36(param): 8(ptr) Variable Function 137 33: 7(fvec4) Load 32(pos) 138 Store 30(pos) 33 139 37: 7(fvec4) Load 30(pos) 140 Store 36(param) 37 141 38: 7(fvec4) FunctionCall 11(@main(vf4;) 36(param) 142 Store 35(@entryPointOutput) 38 143 Return 144 FunctionEnd 145 11(@main(vf4;): 7(fvec4) Function None 9 146 10(pos): 8(ptr) FunctionParameter 147 12: Label 148 20: 19(ptr) AccessChain 17(TextureBuffer_var) 18 149 21: 7(fvec4) Load 20 150 25: 19(ptr) AccessChain 24 18 151 26: 7(fvec4) Load 25 152 27: 7(fvec4) FAdd 21 26 153 ReturnValue 27 154 FunctionEnd 155