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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out336
1 files changed, 184 insertions, 152 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out
index dbb2b5e1c46..c406f24d363 100644
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out
@@ -2,42 +2,49 @@ hlsl.buffer.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
-0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
+0:30 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:30 Function Parameters:
-0:30 'input' (layout(location=0 ) in 4-component vector of float)
+0:30 'input' ( in 4-component vector of float)
0:? Sequence
-0:31 Sequence
-0:31 move second child to first child (temp 4-component vector of float)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:31 add (temp 4-component vector of float)
-0:31 add (temp 4-component vector of float)
-0:31 add (temp 4-component vector of float)
-0:31 add (temp 4-component vector of float)
-0:31 'input' (layout(location=0 ) in 4-component vector of float)
-0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
-0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
-0:31 Constant:
-0:31 0 (const uint)
-0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float)
-0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
+0:31 Branch: Return with expression
+0:31 add ( temp 4-component vector of float)
+0:31 add ( temp 4-component vector of float)
+0:31 add ( temp 4-component vector of float)
+0:31 add ( temp 4-component vector of float)
+0:31 'input' ( in 4-component vector of float)
+0:31 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
+0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
0:31 Constant:
0:31 0 (const uint)
-0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
-0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
+0:31 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
+0:31 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2})
0:31 Constant:
0:31 0 (const uint)
-0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float)
-0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
+0:31 v3: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
+0:31 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
0:31 Constant:
0:31 0 (const uint)
-0:31 Branch: Return
+0:31 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
+0:31 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4})
+0:31 Constant:
+0:31 0 (const uint)
+0:30 Function Definition: PixelShaderFunction( ( temp void)
+0:30 Function Parameters:
+0:? Sequence
+0:30 move second child to first child ( temp 4-component vector of float)
+0:? 'input' ( temp 4-component vector of float)
+0:? 'input' (layout( location=0) in 4-component vector of float)
+0:30 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:30 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
+0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'input' (layout(location=0 ) in 4-component vector of float)
-0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
-0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
-0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
-0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
+0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
+0:? 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2})
+0:? 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
+0:? 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4})
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'input' (layout( location=0) in 4-component vector of float)
Linked fragment stage:
@@ -46,154 +53,179 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
-0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
+0:30 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:30 Function Parameters:
-0:30 'input' (layout(location=0 ) in 4-component vector of float)
+0:30 'input' ( in 4-component vector of float)
0:? Sequence
-0:31 Sequence
-0:31 move second child to first child (temp 4-component vector of float)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:31 add (temp 4-component vector of float)
-0:31 add (temp 4-component vector of float)
-0:31 add (temp 4-component vector of float)
-0:31 add (temp 4-component vector of float)
-0:31 'input' (layout(location=0 ) in 4-component vector of float)
-0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
-0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
-0:31 Constant:
-0:31 0 (const uint)
-0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float)
-0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
+0:31 Branch: Return with expression
+0:31 add ( temp 4-component vector of float)
+0:31 add ( temp 4-component vector of float)
+0:31 add ( temp 4-component vector of float)
+0:31 add ( temp 4-component vector of float)
+0:31 'input' ( in 4-component vector of float)
+0:31 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
+0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
0:31 Constant:
0:31 0 (const uint)
-0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
-0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
+0:31 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
+0:31 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2})
0:31 Constant:
0:31 0 (const uint)
-0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float)
-0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
+0:31 v3: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
+0:31 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
0:31 Constant:
0:31 0 (const uint)
-0:31 Branch: Return
+0:31 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
+0:31 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4})
+0:31 Constant:
+0:31 0 (const uint)
+0:30 Function Definition: PixelShaderFunction( ( temp void)
+0:30 Function Parameters:
+0:? Sequence
+0:30 move second child to first child ( temp 4-component vector of float)
+0:? 'input' ( temp 4-component vector of float)
+0:? 'input' (layout( location=0) in 4-component vector of float)
+0:30 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:30 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
+0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'input' (layout(location=0 ) in 4-component vector of float)
-0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
-0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
-0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
-0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
+0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
+0:? 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2})
+0:? 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
+0:? 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4})
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'input' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
-// Id's are bound by 42
+// Id's are bound by 53
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "PixelShaderFunction" 9 11
+ EntryPoint Fragment 4 "PixelShaderFunction" 46 49
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
- Name 9 "@entryPointOutput"
- Name 11 "input"
- Name 13 ""
- MemberName 13 0 "v1"
- Name 15 ""
- Name 22 ""
- MemberName 22 0 "v2"
- Name 24 ""
- Name 28 "cbufName"
- MemberName 28(cbufName) 0 "v3"
- MemberName 28(cbufName) 1 "i3"
- Name 30 ""
- Name 35 "tbufName"
- MemberName 35(tbufName) 0 "v4"
- MemberName 35(tbufName) 1 "i4"
- MemberName 35(tbufName) 2 "f1"
- MemberName 35(tbufName) 3 "f3"
- MemberName 35(tbufName) 4 "f4"
- MemberName 35(tbufName) 5 "f5"
- MemberName 35(tbufName) 6 "f6"
- MemberName 35(tbufName) 7 "f7"
- MemberName 35(tbufName) 8 "m1"
- MemberName 35(tbufName) 9 "m2"
- MemberName 35(tbufName) 10 "m3"
- MemberName 35(tbufName) 11 "m4"
- Name 37 ""
- Decorate 9(@entryPointOutput) Location 0
- Decorate 11(input) Location 0
- MemberDecorate 13 0 Offset 0
- Decorate 13 Block
- Decorate 15 DescriptorSet 0
- MemberDecorate 22 0 Offset 0
- Decorate 22 BufferBlock
- Decorate 24 DescriptorSet 0
- MemberDecorate 28(cbufName) 0 Offset 0
- MemberDecorate 28(cbufName) 1 Offset 20
- Decorate 28(cbufName) Block
- Decorate 30 DescriptorSet 10
- Decorate 30 Binding 2
- MemberDecorate 35(tbufName) 0 Offset 16
- MemberDecorate 35(tbufName) 1 Offset 48
- MemberDecorate 35(tbufName) 2 Offset 60
- MemberDecorate 35(tbufName) 3 Offset 64
- MemberDecorate 35(tbufName) 4 Offset 68
- MemberDecorate 35(tbufName) 5 Offset 72
- MemberDecorate 35(tbufName) 6 Offset 76
- MemberDecorate 35(tbufName) 7 Offset 80
- MemberDecorate 35(tbufName) 8 RowMajor
- MemberDecorate 35(tbufName) 8 Offset 96
- MemberDecorate 35(tbufName) 8 MatrixStride 16
- MemberDecorate 35(tbufName) 9 ColMajor
- MemberDecorate 35(tbufName) 9 Offset 160
- MemberDecorate 35(tbufName) 9 MatrixStride 16
- MemberDecorate 35(tbufName) 10 RowMajor
- MemberDecorate 35(tbufName) 10 Offset 208
- MemberDecorate 35(tbufName) 10 MatrixStride 16
- MemberDecorate 35(tbufName) 11 RowMajor
- MemberDecorate 35(tbufName) 11 Offset 272
- MemberDecorate 35(tbufName) 11 MatrixStride 16
- Decorate 35(tbufName) BufferBlock
- Decorate 37 DescriptorSet 0
- Decorate 37 Binding 8
+ Name 11 "@PixelShaderFunction(vf4;"
+ Name 10 "input"
+ Name 14 ""
+ MemberName 14 0 "v1"
+ Name 16 ""
+ Name 23 ""
+ MemberName 23 0 "v2"
+ Name 25 ""
+ Name 29 "cbufName"
+ MemberName 29(cbufName) 0 "v3"
+ MemberName 29(cbufName) 1 "i3"
+ Name 31 ""
+ Name 36 "tbufName"
+ MemberName 36(tbufName) 0 "v4"
+ MemberName 36(tbufName) 1 "i4"
+ MemberName 36(tbufName) 2 "f1"
+ MemberName 36(tbufName) 3 "f3"
+ MemberName 36(tbufName) 4 "f4"
+ MemberName 36(tbufName) 5 "f5"
+ MemberName 36(tbufName) 6 "f6"
+ MemberName 36(tbufName) 7 "f7"
+ MemberName 36(tbufName) 8 "m1"
+ MemberName 36(tbufName) 9 "m2"
+ MemberName 36(tbufName) 10 "m3"
+ MemberName 36(tbufName) 11 "m4"
+ Name 38 ""
+ Name 44 "input"
+ Name 46 "input"
+ Name 49 "@entryPointOutput"
+ Name 50 "param"
+ MemberDecorate 14 0 Offset 0
+ Decorate 14 Block
+ Decorate 16 DescriptorSet 0
+ MemberDecorate 23 0 Offset 0
+ Decorate 23 BufferBlock
+ Decorate 25 DescriptorSet 0
+ MemberDecorate 29(cbufName) 0 Offset 0
+ MemberDecorate 29(cbufName) 1 Offset 20
+ Decorate 29(cbufName) Block
+ Decorate 31 DescriptorSet 10
+ Decorate 31 Binding 2
+ MemberDecorate 36(tbufName) 0 Offset 16
+ MemberDecorate 36(tbufName) 1 Offset 48
+ MemberDecorate 36(tbufName) 2 Offset 60
+ MemberDecorate 36(tbufName) 3 Offset 64
+ MemberDecorate 36(tbufName) 4 Offset 68
+ MemberDecorate 36(tbufName) 5 Offset 72
+ MemberDecorate 36(tbufName) 6 Offset 76
+ MemberDecorate 36(tbufName) 7 Offset 80
+ MemberDecorate 36(tbufName) 8 RowMajor
+ MemberDecorate 36(tbufName) 8 Offset 96
+ MemberDecorate 36(tbufName) 8 MatrixStride 16
+ MemberDecorate 36(tbufName) 9 ColMajor
+ MemberDecorate 36(tbufName) 9 Offset 160
+ MemberDecorate 36(tbufName) 9 MatrixStride 16
+ MemberDecorate 36(tbufName) 10 RowMajor
+ MemberDecorate 36(tbufName) 10 Offset 208
+ MemberDecorate 36(tbufName) 10 MatrixStride 16
+ MemberDecorate 36(tbufName) 11 RowMajor
+ MemberDecorate 36(tbufName) 11 Offset 272
+ MemberDecorate 36(tbufName) 11 MatrixStride 16
+ Decorate 36(tbufName) BufferBlock
+ Decorate 38 DescriptorSet 0
+ Decorate 38 Binding 8
+ Decorate 46(input) Location 0
+ Decorate 49(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
- 8: TypePointer Output 7(fvec4)
-9(@entryPointOutput): 8(ptr) Variable Output
- 10: TypePointer Input 7(fvec4)
- 11(input): 10(ptr) Variable Input
- 13: TypeStruct 7(fvec4)
- 14: TypePointer Uniform 13(struct)
- 15: 14(ptr) Variable Uniform
- 16: TypeInt 32 1
- 17: 16(int) Constant 0
- 18: TypePointer Uniform 7(fvec4)
- 22: TypeStruct 7(fvec4)
- 23: TypePointer Uniform 22(struct)
- 24: 23(ptr) Variable Uniform
- 28(cbufName): TypeStruct 7(fvec4) 16(int)
- 29: TypePointer Uniform 28(cbufName)
- 30: 29(ptr) Variable Uniform
- 34: TypeMatrix 7(fvec4) 3
- 35(tbufName): TypeStruct 7(fvec4) 16(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 34 34 34 34
- 36: TypePointer Uniform 35(tbufName)
- 37: 36(ptr) Variable Uniform
+ 8: TypePointer Function 7(fvec4)
+ 9: TypeFunction 7(fvec4) 8(ptr)
+ 14: TypeStruct 7(fvec4)
+ 15: TypePointer Uniform 14(struct)
+ 16: 15(ptr) Variable Uniform
+ 17: TypeInt 32 1
+ 18: 17(int) Constant 0
+ 19: TypePointer Uniform 7(fvec4)
+ 23: TypeStruct 7(fvec4)
+ 24: TypePointer Uniform 23(struct)
+ 25: 24(ptr) Variable Uniform
+ 29(cbufName): TypeStruct 7(fvec4) 17(int)
+ 30: TypePointer Uniform 29(cbufName)
+ 31: 30(ptr) Variable Uniform
+ 35: TypeMatrix 7(fvec4) 3
+ 36(tbufName): TypeStruct 7(fvec4) 17(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 35 35 35 35
+ 37: TypePointer Uniform 36(tbufName)
+ 38: 37(ptr) Variable Uniform
+ 45: TypePointer Input 7(fvec4)
+ 46(input): 45(ptr) Variable Input
+ 48: TypePointer Output 7(fvec4)
+49(@entryPointOutput): 48(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
- 12: 7(fvec4) Load 11(input)
- 19: 18(ptr) AccessChain 15 17
- 20: 7(fvec4) Load 19
- 21: 7(fvec4) FAdd 12 20
- 25: 18(ptr) AccessChain 24 17
- 26: 7(fvec4) Load 25
- 27: 7(fvec4) FAdd 21 26
- 31: 18(ptr) AccessChain 30 17
- 32: 7(fvec4) Load 31
- 33: 7(fvec4) FAdd 27 32
- 38: 18(ptr) AccessChain 37 17
- 39: 7(fvec4) Load 38
- 40: 7(fvec4) FAdd 33 39
- Store 9(@entryPointOutput) 40
+ 44(input): 8(ptr) Variable Function
+ 50(param): 8(ptr) Variable Function
+ 47: 7(fvec4) Load 46(input)
+ Store 44(input) 47
+ 51: 7(fvec4) Load 44(input)
+ Store 50(param) 51
+ 52: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 50(param)
+ Store 49(@entryPointOutput) 52
Return
FunctionEnd
+11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
+ 10(input): 8(ptr) FunctionParameter
+ 12: Label
+ 13: 7(fvec4) Load 10(input)
+ 20: 19(ptr) AccessChain 16 18
+ 21: 7(fvec4) Load 20
+ 22: 7(fvec4) FAdd 13 21
+ 26: 19(ptr) AccessChain 25 18
+ 27: 7(fvec4) Load 26
+ 28: 7(fvec4) FAdd 22 27
+ 32: 19(ptr) AccessChain 31 18
+ 33: 7(fvec4) Load 32
+ 34: 7(fvec4) FAdd 28 33
+ 39: 19(ptr) AccessChain 38 18
+ 40: 7(fvec4) Load 39
+ 41: 7(fvec4) FAdd 34 40
+ ReturnValue 41
+ FunctionEnd