diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out | 696 |
1 files changed, 696 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out new file mode 100644 index 00000000000..a86f0aea977 --- /dev/null +++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -0,0 +1,696 @@ +hlsl.load.basic.dx10.vert +Shader version: 450 +0:? Sequence +0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:47 Function Parameters: +0:? Sequence +0:51 textureFetch (temp 4-component vector of float) +0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:51 vector swizzle (temp int) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:51 '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}) +0:51 Constant: +0:51 1 (const uint) +0:51 Sequence +0:51 Constant: +0:51 0 (const int) +0:51 direct index (temp int) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:51 '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}) +0:51 Constant: +0:51 1 (const uint) +0:51 Constant: +0:51 1 (const int) +0:52 textureFetch (temp 4-component vector of int) +0:52 'g_tTex1di4' (uniform itexture1D) +0:52 vector swizzle (temp int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) +0:52 Sequence +0:52 Constant: +0:52 0 (const int) +0:52 direct index (temp int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) +0:52 Constant: +0:52 1 (const int) +0:53 textureFetch (temp 4-component vector of uint) +0:53 'g_tTex1du4' (uniform utexture1D) +0:53 vector swizzle (temp int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) +0:53 Sequence +0:53 Constant: +0:53 0 (const int) +0:53 direct index (temp int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) +0:53 Constant: +0:53 1 (const int) +0:56 textureFetch (temp 4-component vector of float) +0:56 'g_tTex2df4' (uniform texture2D) +0:56 vector swizzle (temp 2-component vector of int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:56 '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}) +0:56 Constant: +0:56 2 (const uint) +0:56 Sequence +0:56 Constant: +0:56 0 (const int) +0:56 Constant: +0:56 1 (const int) +0:56 direct index (temp int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:56 '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}) +0:56 Constant: +0:56 2 (const uint) +0:56 Constant: +0:56 2 (const int) +0:57 textureFetch (temp 4-component vector of int) +0:57 'g_tTex2di4' (uniform itexture2D) +0:57 vector swizzle (temp 2-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) +0:57 Sequence +0:57 Constant: +0:57 0 (const int) +0:57 Constant: +0:57 1 (const int) +0:57 direct index (temp int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) +0:57 Constant: +0:57 2 (const int) +0:58 textureFetch (temp 4-component vector of uint) +0:58 'g_tTex2du4' (uniform utexture2D) +0:58 vector swizzle (temp 2-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) +0:58 Sequence +0:58 Constant: +0:58 0 (const int) +0:58 Constant: +0:58 1 (const int) +0:58 direct index (temp int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) +0:58 Constant: +0:58 2 (const int) +0:61 textureFetch (temp 4-component vector of float) +0:61 'g_tTex3df4' (uniform texture3D) +0:61 vector swizzle (temp 3-component vector of int) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:61 '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}) +0:61 Constant: +0:61 3 (const uint) +0:61 Sequence +0:61 Constant: +0:61 0 (const int) +0:61 Constant: +0:61 1 (const int) +0:61 Constant: +0:61 2 (const int) +0:61 direct index (temp int) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:61 '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}) +0:61 Constant: +0:61 3 (const uint) +0:61 Constant: +0:61 3 (const int) +0:62 textureFetch (temp 4-component vector of int) +0:62 'g_tTex3di4' (uniform itexture3D) +0:62 vector swizzle (temp 3-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) +0:62 Sequence +0:62 Constant: +0:62 0 (const int) +0:62 Constant: +0:62 1 (const int) +0:62 Constant: +0:62 2 (const int) +0:62 direct index (temp int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) +0:62 Constant: +0:62 3 (const int) +0:63 textureFetch (temp 4-component vector of uint) +0:63 'g_tTex3du4' (uniform utexture3D) +0:63 vector swizzle (temp 3-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) +0:63 Sequence +0:63 Constant: +0:63 0 (const int) +0:63 Constant: +0:63 1 (const int) +0:63 Constant: +0:63 2 (const int) +0:63 direct index (temp int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) +0:63 Constant: +0:63 3 (const int) +0:67 move second child to first child (temp 4-component vector of float) +0:67 Pos: direct index for structure (temp 4-component vector of float) +0:67 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:67 Constant: +0:67 0 (const int) +0:? Constant: +0:? 0.000000 +0:? 0.000000 +0:? 0.000000 +0:? 0.000000 +0:69 Sequence +0:69 Sequence +0:69 move second child to first child (temp 4-component vector of float) +0:? 'Pos' (out 4-component vector of float Position) +0:69 Pos: direct index for structure (temp 4-component vector of float) +0:69 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:69 Constant: +0:69 0 (const int) +0:69 Branch: Return +0:? Linker Objects +0:? 'Pos' (out 4-component vector of float Position) +0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:? 'g_tTex1di4' (uniform itexture1D) +0:? 'g_tTex1du4' (uniform utexture1D) +0:? 'g_tTex2df4' (uniform texture2D) +0:? 'g_tTex2di4' (uniform itexture2D) +0:? 'g_tTex2du4' (uniform utexture2D) +0:? 'g_tTex3df4' (uniform texture3D) +0:? 'g_tTex3di4' (uniform itexture3D) +0:? 'g_tTex3du4' (uniform utexture3D) +0:? 'g_tTexcdf4' (uniform textureCube) +0:? 'g_tTexcdi4' (uniform itextureCube) +0:? 'g_tTexcdu4' (uniform utextureCube) +0:? 'g_tTex1df4a' (uniform texture1DArray) +0:? 'g_tTex1di4a' (uniform itexture1DArray) +0:? 'g_tTex1du4a' (uniform utexture1DArray) +0:? 'g_tTex2df4a' (uniform texture2DArray) +0:? 'g_tTex2di4a' (uniform itexture2DArray) +0:? 'g_tTex2du4a' (uniform utexture2DArray) +0:? 'g_tTexcdf4a' (uniform textureCubeArray) +0:? 'g_tTexcdi4a' (uniform itextureCubeArray) +0:? 'g_tTexcdu4a' (uniform utextureCubeArray) +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 vertex stage: + + +Shader version: 450 +0:? Sequence +0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) +0:47 Function Parameters: +0:? Sequence +0:51 textureFetch (temp 4-component vector of float) +0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:51 vector swizzle (temp int) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:51 '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}) +0:51 Constant: +0:51 1 (const uint) +0:51 Sequence +0:51 Constant: +0:51 0 (const int) +0:51 direct index (temp int) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:51 '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}) +0:51 Constant: +0:51 1 (const uint) +0:51 Constant: +0:51 1 (const int) +0:52 textureFetch (temp 4-component vector of int) +0:52 'g_tTex1di4' (uniform itexture1D) +0:52 vector swizzle (temp int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) +0:52 Sequence +0:52 Constant: +0:52 0 (const int) +0:52 direct index (temp int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) +0:52 Constant: +0:52 1 (const int) +0:53 textureFetch (temp 4-component vector of uint) +0:53 'g_tTex1du4' (uniform utexture1D) +0:53 vector swizzle (temp int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) +0:53 Sequence +0:53 Constant: +0:53 0 (const int) +0:53 direct index (temp int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) +0:53 Constant: +0:53 1 (const int) +0:56 textureFetch (temp 4-component vector of float) +0:56 'g_tTex2df4' (uniform texture2D) +0:56 vector swizzle (temp 2-component vector of int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:56 '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}) +0:56 Constant: +0:56 2 (const uint) +0:56 Sequence +0:56 Constant: +0:56 0 (const int) +0:56 Constant: +0:56 1 (const int) +0:56 direct index (temp int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:56 '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}) +0:56 Constant: +0:56 2 (const uint) +0:56 Constant: +0:56 2 (const int) +0:57 textureFetch (temp 4-component vector of int) +0:57 'g_tTex2di4' (uniform itexture2D) +0:57 vector swizzle (temp 2-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) +0:57 Sequence +0:57 Constant: +0:57 0 (const int) +0:57 Constant: +0:57 1 (const int) +0:57 direct index (temp int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) +0:57 Constant: +0:57 2 (const int) +0:58 textureFetch (temp 4-component vector of uint) +0:58 'g_tTex2du4' (uniform utexture2D) +0:58 vector swizzle (temp 2-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) +0:58 Sequence +0:58 Constant: +0:58 0 (const int) +0:58 Constant: +0:58 1 (const int) +0:58 direct index (temp int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) +0:58 Constant: +0:58 2 (const int) +0:61 textureFetch (temp 4-component vector of float) +0:61 'g_tTex3df4' (uniform texture3D) +0:61 vector swizzle (temp 3-component vector of int) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:61 '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}) +0:61 Constant: +0:61 3 (const uint) +0:61 Sequence +0:61 Constant: +0:61 0 (const int) +0:61 Constant: +0:61 1 (const int) +0:61 Constant: +0:61 2 (const int) +0:61 direct index (temp int) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:61 '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}) +0:61 Constant: +0:61 3 (const uint) +0:61 Constant: +0:61 3 (const int) +0:62 textureFetch (temp 4-component vector of int) +0:62 'g_tTex3di4' (uniform itexture3D) +0:62 vector swizzle (temp 3-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) +0:62 Sequence +0:62 Constant: +0:62 0 (const int) +0:62 Constant: +0:62 1 (const int) +0:62 Constant: +0:62 2 (const int) +0:62 direct index (temp int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) +0:62 Constant: +0:62 3 (const int) +0:63 textureFetch (temp 4-component vector of uint) +0:63 'g_tTex3du4' (uniform utexture3D) +0:63 vector swizzle (temp 3-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) +0:63 Sequence +0:63 Constant: +0:63 0 (const int) +0:63 Constant: +0:63 1 (const int) +0:63 Constant: +0:63 2 (const int) +0:63 direct index (temp int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) +0:63 Constant: +0:63 3 (const int) +0:67 move second child to first child (temp 4-component vector of float) +0:67 Pos: direct index for structure (temp 4-component vector of float) +0:67 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:67 Constant: +0:67 0 (const int) +0:? Constant: +0:? 0.000000 +0:? 0.000000 +0:? 0.000000 +0:? 0.000000 +0:69 Sequence +0:69 Sequence +0:69 move second child to first child (temp 4-component vector of float) +0:? 'Pos' (out 4-component vector of float Position) +0:69 Pos: direct index for structure (temp 4-component vector of float) +0:69 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:69 Constant: +0:69 0 (const int) +0:69 Branch: Return +0:? Linker Objects +0:? 'Pos' (out 4-component vector of float Position) +0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) +0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) +0:? 'g_tTex1di4' (uniform itexture1D) +0:? 'g_tTex1du4' (uniform utexture1D) +0:? 'g_tTex2df4' (uniform texture2D) +0:? 'g_tTex2di4' (uniform itexture2D) +0:? 'g_tTex2du4' (uniform utexture2D) +0:? 'g_tTex3df4' (uniform texture3D) +0:? 'g_tTex3di4' (uniform itexture3D) +0:? 'g_tTex3du4' (uniform utexture3D) +0:? 'g_tTexcdf4' (uniform textureCube) +0:? 'g_tTexcdi4' (uniform itextureCube) +0:? 'g_tTexcdu4' (uniform utextureCube) +0:? 'g_tTex1df4a' (uniform texture1DArray) +0:? 'g_tTex1di4a' (uniform itexture1DArray) +0:? 'g_tTex1du4a' (uniform utexture1DArray) +0:? 'g_tTex2df4a' (uniform texture2DArray) +0:? 'g_tTex2di4a' (uniform itexture2DArray) +0:? 'g_tTex2du4a' (uniform utexture2DArray) +0:? 'g_tTexcdf4a' (uniform textureCubeArray) +0:? 'g_tTexcdi4a' (uniform itextureCubeArray) +0:? 'g_tTexcdu4a' (uniform utextureCubeArray) +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 166 + + Capability Shader + Capability Sampled1D + Capability SampledCubeArray + 1: ExtInstImport "GLSL.std.450" + MemoryModel Logical GLSL450 + EntryPoint Vertex 4 "main" 123 + Name 4 "main" + Name 9 "g_tTex1df4" + 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($Global) 7 "o4" + Name 17 "" + Name 31 "g_tTex1di4" + Name 40 "g_tTex1du4" + Name 50 "g_tTex2df4" + Name 63 "g_tTex2di4" + Name 73 "g_tTex2du4" + Name 83 "g_tTex3df4" + Name 96 "g_tTex3di4" + Name 106 "g_tTex3du4" + Name 114 "VS_OUTPUT" + MemberName 114(VS_OUTPUT) 0 "Pos" + Name 116 "vsout" + Name 123 "Pos" + Name 129 "g_sSamp" + Name 132 "g_tTexcdf4" + Name 135 "g_tTexcdi4" + Name 138 "g_tTexcdu4" + Name 141 "g_tTex1df4a" + Name 144 "g_tTex1di4a" + Name 147 "g_tTex1du4a" + Name 150 "g_tTex2df4a" + Name 153 "g_tTex2di4a" + Name 156 "g_tTex2du4a" + Name 159 "g_tTexcdf4a" + Name 162 "g_tTexcdi4a" + Name 165 "g_tTexcdu4a" + Decorate 9(g_tTex1df4) DescriptorSet 0 + Decorate 9(g_tTex1df4) Binding 0 + MemberDecorate 15($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 31(g_tTex1di4) DescriptorSet 0 + Decorate 40(g_tTex1du4) DescriptorSet 0 + Decorate 50(g_tTex2df4) DescriptorSet 0 + Decorate 63(g_tTex2di4) DescriptorSet 0 + Decorate 73(g_tTex2du4) DescriptorSet 0 + Decorate 83(g_tTex3df4) DescriptorSet 0 + Decorate 96(g_tTex3di4) DescriptorSet 0 + Decorate 106(g_tTex3du4) DescriptorSet 0 + Decorate 123(Pos) BuiltIn Position + Decorate 129(g_sSamp) DescriptorSet 0 + Decorate 129(g_sSamp) Binding 0 + Decorate 132(g_tTexcdf4) DescriptorSet 0 + Decorate 135(g_tTexcdi4) DescriptorSet 0 + Decorate 138(g_tTexcdu4) DescriptorSet 0 + Decorate 141(g_tTex1df4a) DescriptorSet 0 + Decorate 144(g_tTex1di4a) DescriptorSet 0 + Decorate 147(g_tTex1du4a) DescriptorSet 0 + Decorate 150(g_tTex2df4a) DescriptorSet 0 + Decorate 153(g_tTex2di4a) DescriptorSet 0 + Decorate 156(g_tTex2du4a) DescriptorSet 0 + Decorate 159(g_tTexcdf4a) DescriptorSet 0 + Decorate 162(g_tTexcdi4a) DescriptorSet 0 + Decorate 165(g_tTexcdu4a) DescriptorSet 0 + 2: TypeVoid + 3: TypeFunction 2 + 6: TypeFloat 32 + 7: TypeImage 6(float) 1D sampled format:Unknown + 8: TypePointer UniformConstant 7 + 9(g_tTex1df4): 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: TypeInt 32 0 + 20: 19(int) Constant 0 + 21: TypePointer Uniform 11(int) + 24: 19(int) Constant 1 + 27: TypeVector 6(float) 4 + 29: TypeImage 11(int) 1D sampled format:Unknown + 30: TypePointer UniformConstant 29 + 31(g_tTex1di4): 30(ptr) Variable UniformConstant + 38: TypeImage 19(int) 1D sampled format:Unknown + 39: TypePointer UniformConstant 38 + 40(g_tTex1du4): 39(ptr) Variable UniformConstant + 46: TypeVector 19(int) 4 + 48: TypeImage 6(float) 2D sampled format:Unknown + 49: TypePointer UniformConstant 48 + 50(g_tTex2df4): 49(ptr) Variable UniformConstant + 52: 11(int) Constant 2 + 53: TypePointer Uniform 13(ivec3) + 57: 19(int) Constant 2 + 61: TypeImage 11(int) 2D sampled format:Unknown + 62: TypePointer UniformConstant 61 + 63(g_tTex2di4): 62(ptr) Variable UniformConstant + 71: TypeImage 19(int) 2D sampled format:Unknown + 72: TypePointer UniformConstant 71 + 73(g_tTex2du4): 72(ptr) Variable UniformConstant + 81: TypeImage 6(float) 3D sampled format:Unknown + 82: TypePointer UniformConstant 81 + 83(g_tTex3df4): 82(ptr) Variable UniformConstant + 85: 11(int) Constant 3 + 86: TypePointer Uniform 14(ivec4) + 90: 19(int) Constant 3 + 94: TypeImage 11(int) 3D sampled format:Unknown + 95: TypePointer UniformConstant 94 + 96(g_tTex3di4): 95(ptr) Variable UniformConstant + 104: TypeImage 19(int) 3D sampled format:Unknown + 105: TypePointer UniformConstant 104 + 106(g_tTex3du4): 105(ptr) Variable UniformConstant + 114(VS_OUTPUT): TypeStruct 27(fvec4) + 115: TypePointer Function 114(VS_OUTPUT) + 117: 11(int) Constant 0 + 118: 6(float) Constant 0 + 119: 27(fvec4) ConstantComposite 118 118 118 118 + 120: TypePointer Function 27(fvec4) + 122: TypePointer Output 27(fvec4) + 123(Pos): 122(ptr) Variable Output + 127: TypeSampler + 128: TypePointer UniformConstant 127 + 129(g_sSamp): 128(ptr) Variable UniformConstant + 130: TypeImage 6(float) Cube sampled format:Unknown + 131: TypePointer UniformConstant 130 + 132(g_tTexcdf4): 131(ptr) Variable UniformConstant + 133: TypeImage 11(int) Cube sampled format:Unknown + 134: TypePointer UniformConstant 133 + 135(g_tTexcdi4): 134(ptr) Variable UniformConstant + 136: TypeImage 19(int) Cube sampled format:Unknown + 137: TypePointer UniformConstant 136 + 138(g_tTexcdu4): 137(ptr) Variable UniformConstant + 139: TypeImage 6(float) 1D array sampled format:Unknown + 140: TypePointer UniformConstant 139 +141(g_tTex1df4a): 140(ptr) Variable UniformConstant + 142: TypeImage 11(int) 1D array sampled format:Unknown + 143: TypePointer UniformConstant 142 +144(g_tTex1di4a): 143(ptr) Variable UniformConstant + 145: TypeImage 19(int) 1D array sampled format:Unknown + 146: TypePointer UniformConstant 145 +147(g_tTex1du4a): 146(ptr) Variable UniformConstant + 148: TypeImage 6(float) 2D array sampled format:Unknown + 149: TypePointer UniformConstant 148 +150(g_tTex2df4a): 149(ptr) Variable UniformConstant + 151: TypeImage 11(int) 2D array sampled format:Unknown + 152: TypePointer UniformConstant 151 +153(g_tTex2di4a): 152(ptr) Variable UniformConstant + 154: TypeImage 19(int) 2D array sampled format:Unknown + 155: TypePointer UniformConstant 154 +156(g_tTex2du4a): 155(ptr) Variable UniformConstant + 157: TypeImage 6(float) Cube array sampled format:Unknown + 158: TypePointer UniformConstant 157 +159(g_tTexcdf4a): 158(ptr) Variable UniformConstant + 160: TypeImage 11(int) Cube array sampled format:Unknown + 161: TypePointer UniformConstant 160 +162(g_tTexcdi4a): 161(ptr) Variable UniformConstant + 163: TypeImage 19(int) Cube array sampled format:Unknown + 164: TypePointer UniformConstant 163 +165(g_tTexcdu4a): 164(ptr) Variable UniformConstant + 4(main): 2 Function None 3 + 5: Label + 116(vsout): 115(ptr) Variable Function + 10: 7 Load 9(g_tTex1df4) + 22: 21(ptr) AccessChain 17 18 20 + 23: 11(int) Load 22 + 25: 21(ptr) AccessChain 17 18 24 + 26: 11(int) Load 25 + 28: 27(fvec4) ImageFetch 10 23 Lod 26 + 32: 29 Load 31(g_tTex1di4) + 33: 21(ptr) AccessChain 17 18 20 + 34: 11(int) Load 33 + 35: 21(ptr) AccessChain 17 18 24 + 36: 11(int) Load 35 + 37: 14(ivec4) ImageFetch 32 34 Lod 36 + 41: 38 Load 40(g_tTex1du4) + 42: 21(ptr) AccessChain 17 18 20 + 43: 11(int) Load 42 + 44: 21(ptr) AccessChain 17 18 24 + 45: 11(int) Load 44 + 47: 46(ivec4) ImageFetch 41 43 Lod 45 + 51: 48 Load 50(g_tTex2df4) + 54: 53(ptr) AccessChain 17 52 + 55: 13(ivec3) Load 54 + 56: 12(ivec2) VectorShuffle 55 55 0 1 + 58: 21(ptr) AccessChain 17 52 57 + 59: 11(int) Load 58 + 60: 27(fvec4) ImageFetch 51 56 Lod 59 + 64: 61 Load 63(g_tTex2di4) + 65: 53(ptr) AccessChain 17 52 + 66: 13(ivec3) Load 65 + 67: 12(ivec2) VectorShuffle 66 66 0 1 + 68: 21(ptr) AccessChain 17 52 57 + 69: 11(int) Load 68 + 70: 14(ivec4) ImageFetch 64 67 Lod 69 + 74: 71 Load 73(g_tTex2du4) + 75: 53(ptr) AccessChain 17 52 + 76: 13(ivec3) Load 75 + 77: 12(ivec2) VectorShuffle 76 76 0 1 + 78: 21(ptr) AccessChain 17 52 57 + 79: 11(int) Load 78 + 80: 46(ivec4) ImageFetch 74 77 Lod 79 + 84: 81 Load 83(g_tTex3df4) + 87: 86(ptr) AccessChain 17 85 + 88: 14(ivec4) Load 87 + 89: 13(ivec3) VectorShuffle 88 88 0 1 2 + 91: 21(ptr) AccessChain 17 85 90 + 92: 11(int) Load 91 + 93: 27(fvec4) ImageFetch 84 89 Lod 92 + 97: 94 Load 96(g_tTex3di4) + 98: 86(ptr) AccessChain 17 85 + 99: 14(ivec4) Load 98 + 100: 13(ivec3) VectorShuffle 99 99 0 1 2 + 101: 21(ptr) AccessChain 17 85 90 + 102: 11(int) Load 101 + 103: 14(ivec4) ImageFetch 97 100 Lod 102 + 107: 104 Load 106(g_tTex3du4) + 108: 86(ptr) AccessChain 17 85 + 109: 14(ivec4) Load 108 + 110: 13(ivec3) VectorShuffle 109 109 0 1 2 + 111: 21(ptr) AccessChain 17 85 90 + 112: 11(int) Load 111 + 113: 46(ivec4) ImageFetch 107 110 Lod 112 + 121: 120(ptr) AccessChain 116(vsout) 117 + Store 121 119 + 124: 120(ptr) AccessChain 116(vsout) 117 + 125: 27(fvec4) Load 124 + Store 123(Pos) 125 + Return + FunctionEnd |