summaryrefslogtreecommitdiffstatshomepage
path: root/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out526
1 files changed, 526 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out
new file mode 100644
index 00000000000..288a0f3f5e3
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out
@@ -0,0 +1,526 @@
+hlsl.load.2dms.dx10.frag
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:28 Function Parameters:
+0:? Sequence
+0:32 textureFetch (temp 4-component vector of float)
+0:32 'g_tTex2dmsf4' (uniform texture2DMS)
+0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:32 Constant:
+0:32 1 (const uint)
+0:32 Constant:
+0:32 3 (const int)
+0:33 textureFetch (temp 4-component vector of int)
+0:33 'g_tTex2dmsi4' (uniform itexture2DMS)
+0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:33 Constant:
+0:33 1 (const uint)
+0:33 Constant:
+0:33 3 (const int)
+0:34 textureFetch (temp 4-component vector of uint)
+0:34 'g_tTex2dmsu4' (uniform utexture2DMS)
+0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:34 Constant:
+0:34 1 (const uint)
+0:34 Constant:
+0:34 3 (const int)
+0:37 textureFetchOffset (temp 4-component vector of float)
+0:37 'g_tTex2dmsf4' (uniform texture2DMS)
+0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:37 Constant:
+0:37 1 (const uint)
+0:37 Constant:
+0:37 3 (const int)
+0:37 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:37 Constant:
+0:37 5 (const uint)
+0:38 textureFetchOffset (temp 4-component vector of int)
+0:38 'g_tTex2dmsi4' (uniform itexture2DMS)
+0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:38 Constant:
+0:38 1 (const uint)
+0:38 Constant:
+0:38 3 (const int)
+0:38 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:38 Constant:
+0:38 5 (const uint)
+0:39 textureFetchOffset (temp 4-component vector of uint)
+0:39 'g_tTex2dmsu4' (uniform utexture2DMS)
+0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:39 Constant:
+0:39 1 (const uint)
+0:39 Constant:
+0:39 3 (const int)
+0:39 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:39 Constant:
+0:39 5 (const uint)
+0:42 textureFetch (temp 4-component vector of float)
+0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray)
+0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:42 Constant:
+0:42 2 (const uint)
+0:42 Constant:
+0:42 3 (const int)
+0:43 textureFetch (temp 4-component vector of int)
+0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
+0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:43 Constant:
+0:43 2 (const uint)
+0:43 Constant:
+0:43 3 (const int)
+0:44 textureFetch (temp 4-component vector of uint)
+0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
+0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:44 Constant:
+0:44 2 (const uint)
+0:44 Constant:
+0:44 3 (const int)
+0:47 textureFetchOffset (temp 4-component vector of float)
+0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray)
+0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:47 Constant:
+0:47 2 (const uint)
+0:47 Constant:
+0:47 3 (const int)
+0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:47 Constant:
+0:47 5 (const uint)
+0:48 textureFetchOffset (temp 4-component vector of int)
+0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
+0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:48 Constant:
+0:48 2 (const uint)
+0:48 Constant:
+0:48 3 (const int)
+0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:48 Constant:
+0:48 5 (const uint)
+0:49 textureFetchOffset (temp 4-component vector of uint)
+0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
+0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:49 Constant:
+0:49 2 (const uint)
+0:49 Constant:
+0:49 3 (const int)
+0:49 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:49 Constant:
+0:49 5 (const uint)
+0:51 move second child to first child (temp 4-component vector of float)
+0:51 Color: direct index for structure (temp 4-component vector of float)
+0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:51 Constant:
+0:51 0 (const int)
+0:51 Constant:
+0:51 1.000000
+0:51 1.000000
+0:51 1.000000
+0:51 1.000000
+0:52 move second child to first child (temp float)
+0:52 Depth: direct index for structure (temp float)
+0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:52 Constant:
+0:52 1 (const int)
+0:52 Constant:
+0:52 1.000000
+0:54 Sequence
+0:54 Sequence
+0:54 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:54 Color: direct index for structure (temp 4-component vector of float)
+0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:54 Constant:
+0:54 0 (const int)
+0:54 move second child to first child (temp float)
+0:? 'Depth' (out float FragDepth)
+0:54 Depth: direct index for structure (temp float)
+0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:54 Constant:
+0:54 1 (const int)
+0:54 Branch: Return
+0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
+0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
+0:? 'g_tTex2dmsf4' (uniform texture2DMS)
+0:? 'g_tTex2dmsi4' (uniform itexture2DMS)
+0:? 'g_tTex2dmsu4' (uniform utexture2DMS)
+0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
+0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
+0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+
+
+Linked fragment stage:
+
+
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:28 Function Parameters:
+0:? Sequence
+0:32 textureFetch (temp 4-component vector of float)
+0:32 'g_tTex2dmsf4' (uniform texture2DMS)
+0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:32 Constant:
+0:32 1 (const uint)
+0:32 Constant:
+0:32 3 (const int)
+0:33 textureFetch (temp 4-component vector of int)
+0:33 'g_tTex2dmsi4' (uniform itexture2DMS)
+0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:33 Constant:
+0:33 1 (const uint)
+0:33 Constant:
+0:33 3 (const int)
+0:34 textureFetch (temp 4-component vector of uint)
+0:34 'g_tTex2dmsu4' (uniform utexture2DMS)
+0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:34 Constant:
+0:34 1 (const uint)
+0:34 Constant:
+0:34 3 (const int)
+0:37 textureFetchOffset (temp 4-component vector of float)
+0:37 'g_tTex2dmsf4' (uniform texture2DMS)
+0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:37 Constant:
+0:37 1 (const uint)
+0:37 Constant:
+0:37 3 (const int)
+0:37 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:37 Constant:
+0:37 5 (const uint)
+0:38 textureFetchOffset (temp 4-component vector of int)
+0:38 'g_tTex2dmsi4' (uniform itexture2DMS)
+0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:38 Constant:
+0:38 1 (const uint)
+0:38 Constant:
+0:38 3 (const int)
+0:38 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:38 Constant:
+0:38 5 (const uint)
+0:39 textureFetchOffset (temp 4-component vector of uint)
+0:39 'g_tTex2dmsu4' (uniform utexture2DMS)
+0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:39 Constant:
+0:39 1 (const uint)
+0:39 Constant:
+0:39 3 (const int)
+0:39 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:39 Constant:
+0:39 5 (const uint)
+0:42 textureFetch (temp 4-component vector of float)
+0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray)
+0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:42 Constant:
+0:42 2 (const uint)
+0:42 Constant:
+0:42 3 (const int)
+0:43 textureFetch (temp 4-component vector of int)
+0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
+0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:43 Constant:
+0:43 2 (const uint)
+0:43 Constant:
+0:43 3 (const int)
+0:44 textureFetch (temp 4-component vector of uint)
+0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
+0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:44 Constant:
+0:44 2 (const uint)
+0:44 Constant:
+0:44 3 (const int)
+0:47 textureFetchOffset (temp 4-component vector of float)
+0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray)
+0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:47 Constant:
+0:47 2 (const uint)
+0:47 Constant:
+0:47 3 (const int)
+0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:47 Constant:
+0:47 5 (const uint)
+0:48 textureFetchOffset (temp 4-component vector of int)
+0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
+0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:48 Constant:
+0:48 2 (const uint)
+0:48 Constant:
+0:48 3 (const int)
+0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:48 Constant:
+0:48 5 (const uint)
+0:49 textureFetchOffset (temp 4-component vector of uint)
+0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
+0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:49 Constant:
+0:49 2 (const uint)
+0:49 Constant:
+0:49 3 (const int)
+0:49 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
+0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:49 Constant:
+0:49 5 (const uint)
+0:51 move second child to first child (temp 4-component vector of float)
+0:51 Color: direct index for structure (temp 4-component vector of float)
+0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:51 Constant:
+0:51 0 (const int)
+0:51 Constant:
+0:51 1.000000
+0:51 1.000000
+0:51 1.000000
+0:51 1.000000
+0:52 move second child to first child (temp float)
+0:52 Depth: direct index for structure (temp float)
+0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:52 Constant:
+0:52 1 (const int)
+0:52 Constant:
+0:52 1.000000
+0:54 Sequence
+0:54 Sequence
+0:54 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:54 Color: direct index for structure (temp 4-component vector of float)
+0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:54 Constant:
+0:54 0 (const int)
+0:54 move second child to first child (temp float)
+0:? 'Depth' (out float FragDepth)
+0:54 Depth: direct index for structure (temp float)
+0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:54 Constant:
+0:54 1 (const int)
+0:54 Branch: Return
+0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
+0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
+0:? 'g_tTex2dmsf4' (uniform texture2DMS)
+0:? 'g_tTex2dmsi4' (uniform itexture2DMS)
+0:? 'g_tTex2dmsu4' (uniform utexture2DMS)
+0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
+0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
+0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 123
+
+ Capability Shader
+ Capability ImageGatherExtended
+ Capability ImageMSArray
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 112 116
+ ExecutionMode 4 OriginUpperLeft
+ Name 4 "main"
+ Name 9 "g_tTex2dmsf4"
+ Name 15 "$Global"
+ MemberName 15($Global) 0 "c1"
+ MemberName 15($Global) 1 "c2"
+ MemberName 15($Global) 2 "c3"
+ MemberName 15($Global) 3 "c4"
+ MemberName 15($Global) 4 "o1"
+ MemberName 15($Global) 5 "o2"
+ MemberName 15($Global) 6 "o3"
+ MemberName 15($Global) 7 "o4"
+ Name 17 ""
+ Name 27 "g_tTex2dmsi4"
+ Name 35 "g_tTex2dmsu4"
+ Name 62 "g_tTex2dmsf4a"
+ Name 71 "g_tTex2dmsi4a"
+ Name 78 "g_tTex2dmsu4a"
+ Name 101 "PS_OUTPUT"
+ MemberName 101(PS_OUTPUT) 0 "Color"
+ MemberName 101(PS_OUTPUT) 1 "Depth"
+ Name 103 "psout"
+ Name 112 "Color"
+ Name 116 "Depth"
+ Name 122 "g_sSamp"
+ Decorate 9(g_tTex2dmsf4) DescriptorSet 0
+ MemberDecorate 15($Global) 0 Offset 0
+ MemberDecorate 15($Global) 1 Offset 8
+ MemberDecorate 15($Global) 2 Offset 16
+ MemberDecorate 15($Global) 3 Offset 32
+ MemberDecorate 15($Global) 4 Offset 48
+ MemberDecorate 15($Global) 5 Offset 56
+ MemberDecorate 15($Global) 6 Offset 64
+ MemberDecorate 15($Global) 7 Offset 80
+ Decorate 15($Global) Block
+ Decorate 17 DescriptorSet 0
+ Decorate 27(g_tTex2dmsi4) DescriptorSet 0
+ Decorate 35(g_tTex2dmsu4) DescriptorSet 0
+ Decorate 62(g_tTex2dmsf4a) DescriptorSet 0
+ Decorate 71(g_tTex2dmsi4a) DescriptorSet 0
+ Decorate 78(g_tTex2dmsu4a) DescriptorSet 0
+ Decorate 112(Color) Location 0
+ Decorate 116(Depth) BuiltIn FragDepth
+ Decorate 122(g_sSamp) DescriptorSet 0
+ Decorate 122(g_sSamp) Binding 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeImage 6(float) 2D multi-sampled sampled format:Unknown
+ 8: TypePointer UniformConstant 7
+ 9(g_tTex2dmsf4): 8(ptr) Variable UniformConstant
+ 11: TypeInt 32 1
+ 12: TypeVector 11(int) 2
+ 13: TypeVector 11(int) 3
+ 14: TypeVector 11(int) 4
+ 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
+ 16: TypePointer Uniform 15($Global)
+ 17: 16(ptr) Variable Uniform
+ 18: 11(int) Constant 1
+ 19: TypePointer Uniform 12(ivec2)
+ 22: 11(int) Constant 3
+ 23: TypeVector 6(float) 4
+ 25: TypeImage 11(int) 2D multi-sampled sampled format:Unknown
+ 26: TypePointer UniformConstant 25
+27(g_tTex2dmsi4): 26(ptr) Variable UniformConstant
+ 32: TypeInt 32 0
+ 33: TypeImage 32(int) 2D multi-sampled sampled format:Unknown
+ 34: TypePointer UniformConstant 33
+35(g_tTex2dmsu4): 34(ptr) Variable UniformConstant
+ 39: TypeVector 32(int) 4
+ 44: 11(int) Constant 5
+ 60: TypeImage 6(float) 2D array multi-sampled sampled format:Unknown
+ 61: TypePointer UniformConstant 60
+62(g_tTex2dmsf4a): 61(ptr) Variable UniformConstant
+ 64: 11(int) Constant 2
+ 65: TypePointer Uniform 13(ivec3)
+ 69: TypeImage 11(int) 2D array multi-sampled sampled format:Unknown
+ 70: TypePointer UniformConstant 69
+71(g_tTex2dmsi4a): 70(ptr) Variable UniformConstant
+ 76: TypeImage 32(int) 2D array multi-sampled sampled format:Unknown
+ 77: TypePointer UniformConstant 76
+78(g_tTex2dmsu4a): 77(ptr) Variable UniformConstant
+ 101(PS_OUTPUT): TypeStruct 23(fvec4) 6(float)
+ 102: TypePointer Function 101(PS_OUTPUT)
+ 104: 11(int) Constant 0
+ 105: 6(float) Constant 1065353216
+ 106: 23(fvec4) ConstantComposite 105 105 105 105
+ 107: TypePointer Function 23(fvec4)
+ 109: TypePointer Function 6(float)
+ 111: TypePointer Output 23(fvec4)
+ 112(Color): 111(ptr) Variable Output
+ 115: TypePointer Output 6(float)
+ 116(Depth): 115(ptr) Variable Output
+ 120: TypeSampler
+ 121: TypePointer UniformConstant 120
+ 122(g_sSamp): 121(ptr) Variable UniformConstant
+ 4(main): 2 Function None 3
+ 5: Label
+ 103(psout): 102(ptr) Variable Function
+ 10: 7 Load 9(g_tTex2dmsf4)
+ 20: 19(ptr) AccessChain 17 18
+ 21: 12(ivec2) Load 20
+ 24: 23(fvec4) ImageFetch 10 21 Sample 22
+ 28: 25 Load 27(g_tTex2dmsi4)
+ 29: 19(ptr) AccessChain 17 18
+ 30: 12(ivec2) Load 29
+ 31: 14(ivec4) ImageFetch 28 30 Sample 22
+ 36: 33 Load 35(g_tTex2dmsu4)
+ 37: 19(ptr) AccessChain 17 18
+ 38: 12(ivec2) Load 37
+ 40: 39(ivec4) ImageFetch 36 38 Sample 22
+ 41: 7 Load 9(g_tTex2dmsf4)
+ 42: 19(ptr) AccessChain 17 18
+ 43: 12(ivec2) Load 42
+ 45: 19(ptr) AccessChain 17 44
+ 46: 12(ivec2) Load 45
+ 47: 23(fvec4) ImageFetch 41 43 Offset Sample 46 22
+ 48: 25 Load 27(g_tTex2dmsi4)
+ 49: 19(ptr) AccessChain 17 18
+ 50: 12(ivec2) Load 49
+ 51: 19(ptr) AccessChain 17 44
+ 52: 12(ivec2) Load 51
+ 53: 14(ivec4) ImageFetch 48 50 Offset Sample 52 22
+ 54: 33 Load 35(g_tTex2dmsu4)
+ 55: 19(ptr) AccessChain 17 18
+ 56: 12(ivec2) Load 55
+ 57: 19(ptr) AccessChain 17 44
+ 58: 12(ivec2) Load 57
+ 59: 39(ivec4) ImageFetch 54 56 Offset Sample 58 22
+ 63: 60 Load 62(g_tTex2dmsf4a)
+ 66: 65(ptr) AccessChain 17 64
+ 67: 13(ivec3) Load 66
+ 68: 23(fvec4) ImageFetch 63 67 Sample 22
+ 72: 69 Load 71(g_tTex2dmsi4a)
+ 73: 65(ptr) AccessChain 17 64
+ 74: 13(ivec3) Load 73
+ 75: 14(ivec4) ImageFetch 72 74 Sample 22
+ 79: 76 Load 78(g_tTex2dmsu4a)
+ 80: 65(ptr) AccessChain 17 64
+ 81: 13(ivec3) Load 80
+ 82: 39(ivec4) ImageFetch 79 81 Sample 22
+ 83: 60 Load 62(g_tTex2dmsf4a)
+ 84: 65(ptr) AccessChain 17 64
+ 85: 13(ivec3) Load 84
+ 86: 19(ptr) AccessChain 17 44
+ 87: 12(ivec2) Load 86
+ 88: 23(fvec4) ImageFetch 83 85 Offset Sample 87 22
+ 89: 69 Load 71(g_tTex2dmsi4a)
+ 90: 65(ptr) AccessChain 17 64
+ 91: 13(ivec3) Load 90
+ 92: 19(ptr) AccessChain 17 44
+ 93: 12(ivec2) Load 92
+ 94: 14(ivec4) ImageFetch 89 91 Offset Sample 93 22
+ 95: 76 Load 78(g_tTex2dmsu4a)
+ 96: 65(ptr) AccessChain 17 64
+ 97: 13(ivec3) Load 96
+ 98: 19(ptr) AccessChain 17 44
+ 99: 12(ivec2) Load 98
+ 100: 39(ivec4) ImageFetch 95 97 Offset Sample 99 22
+ 108: 107(ptr) AccessChain 103(psout) 104
+ Store 108 106
+ 110: 109(ptr) AccessChain 103(psout) 18
+ Store 110 105
+ 113: 107(ptr) AccessChain 103(psout) 104
+ 114: 23(fvec4) Load 113
+ Store 112(Color) 114
+ 117: 109(ptr) AccessChain 103(psout) 18
+ 118: 6(float) Load 117
+ Store 116(Depth) 118
+ Return
+ FunctionEnd