diff options
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.out | 336 |
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 |