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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.out929
1 files changed, 470 insertions, 459 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
index a3e45e4f4f9..a41675c10b0 100644
--- 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
@@ -1,65 +1,65 @@
hlsl.load.basic.dx10.vert
Shader version: 450
0:? Sequence
-0:47 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos})
+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 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 ( uniform 2-component vector of int)
+0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int)
+0:51 c2: direct index for structure ( uniform 2-component vector of int)
+0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 2-component vector of int)
+0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int)
+0:52 c2: direct index for structure ( uniform 2-component vector of int)
+0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 2-component vector of int)
+0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int)
+0:53 c2: direct index for structure ( uniform 2-component vector of int)
+0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 3-component vector of int)
+0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:56 Sequence
@@ -67,18 +67,18 @@ Shader version: 450
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 direct index ( temp int)
+0:56 c3: direct index for structure ( uniform 3-component vector of int)
+0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 3-component vector of int)
+0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@@ -86,18 +86,18 @@ Shader version: 450
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 direct index ( temp int)
+0:57 c3: direct index for structure ( uniform 3-component vector of int)
+0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 3-component vector of int)
+0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@@ -105,18 +105,18 @@ Shader version: 450
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 direct index ( temp int)
+0:58 c3: direct index for structure ( uniform 3-component vector of int)
+0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 4-component vector of int)
+0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:61 Constant:
0:61 3 (const uint)
0:61 Sequence
@@ -126,18 +126,18 @@ Shader version: 450
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 direct index ( temp int)
+0:61 c4: direct index for structure ( uniform 4-component vector of int)
+0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 4-component vector of int)
+0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@@ -147,18 +147,18 @@ Shader version: 450
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 direct index ( temp int)
+0:62 c4: direct index for structure ( uniform 4-component vector of int)
+0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 4-component vector of int)
+0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@@ -168,16 +168,16 @@ Shader version: 450
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 direct index ( temp int)
+0:63 c4: direct index for structure ( uniform 4-component vector of int)
+0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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:
@@ -185,40 +185,43 @@ Shader version: 450
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
+0:69 Branch: Return with expression
+0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos})
+0:47 Function Definition: main( ( temp void)
+0:47 Function Parameters:
+0:? Sequence
+0:47 Sequence
+0:47 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
+0:47 Pos: direct index for structure ( temp 4-component vector of float)
+0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
+0:47 Constant:
+0:47 0 (const int)
0:? Linker Objects
-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})
-0:? 'PerVertex_out' (out block{out 4-component vector of float Position Pos})
+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{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
+0:? '@entryPointOutput' (layout( location=0) out structure{})
Linked vertex stage:
@@ -226,65 +229,65 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
-0:47 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos})
+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 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 ( uniform 2-component vector of int)
+0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int)
+0:51 c2: direct index for structure ( uniform 2-component vector of int)
+0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 2-component vector of int)
+0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int)
+0:52 c2: direct index for structure ( uniform 2-component vector of int)
+0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 2-component vector of int)
+0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int)
+0:53 c2: direct index for structure ( uniform 2-component vector of int)
+0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 3-component vector of int)
+0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:56 Sequence
@@ -292,18 +295,18 @@ Shader version: 450
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 direct index ( temp int)
+0:56 c3: direct index for structure ( uniform 3-component vector of int)
+0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 3-component vector of int)
+0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@@ -311,18 +314,18 @@ Shader version: 450
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 direct index ( temp int)
+0:57 c3: direct index for structure ( uniform 3-component vector of int)
+0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 3-component vector of int)
+0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@@ -330,18 +333,18 @@ Shader version: 450
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 direct index ( temp int)
+0:58 c3: direct index for structure ( uniform 3-component vector of int)
+0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 4-component vector of int)
+0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:61 Constant:
0:61 3 (const uint)
0:61 Sequence
@@ -351,18 +354,18 @@ Shader version: 450
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 direct index ( temp int)
+0:61 c4: direct index for structure ( uniform 4-component vector of int)
+0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 4-component vector of int)
+0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@@ -372,18 +375,18 @@ Shader version: 450
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 direct index ( temp int)
+0:62 c4: direct index for structure ( uniform 4-component vector of int)
+0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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 ( uniform 4-component vector of int)
+0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@@ -393,16 +396,16 @@ Shader version: 450
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 direct index ( temp int)
+0:63 c4: direct index for structure ( uniform 4-component vector of int)
+0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 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:
@@ -410,295 +413,303 @@ Shader version: 450
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
+0:69 Branch: Return with expression
+0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos})
+0:47 Function Definition: main( ( temp void)
+0:47 Function Parameters:
+0:? Sequence
+0:47 Sequence
+0:47 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
+0:47 Pos: direct index for structure ( temp 4-component vector of float)
+0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
+0:47 Constant:
+0:47 0 (const int)
0:? Linker Objects
-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})
-0:? 'PerVertex_out' (out block{out 4-component vector of float Position Pos})
+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{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
+0:? '@entryPointOutput' (layout( location=0) out structure{})
// Module Version 10000
// Generated by (magic number): 80001
-// Id's are bound by 169
+// Id's are bound by 174
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
- EntryPoint Vertex 4 "main" 123 168
+ EntryPoint Vertex 4 "main" 129 173
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($Global) 7 "o4"
- Name 17 ""
- Name 31 "g_tTex1di4"
- Name 40 "g_tTex1du4"
- Name 50 "g_tTex2df4"
- Name 63 "g_tTex2di4"
- Name 73 "g_tTex2du4"
- Name 83 "g_tTex3df4"
- Name 96 "g_tTex3di4"
- Name 106 "g_tTex3du4"
- Name 114 "VS_OUTPUT"
- MemberName 114(VS_OUTPUT) 0 "Pos"
- Name 116 "vsout"
- Name 123 "Pos"
- Name 129 "g_sSamp"
- Name 132 "g_tTexcdf4"
- Name 135 "g_tTexcdi4"
- Name 138 "g_tTexcdu4"
- Name 141 "g_tTex1df4a"
- Name 144 "g_tTex1di4a"
- Name 147 "g_tTex1du4a"
- Name 150 "g_tTex2df4a"
- Name 153 "g_tTex2di4a"
- Name 156 "g_tTex2du4a"
- Name 159 "g_tTexcdf4a"
- Name 162 "g_tTexcdi4a"
- Name 165 "g_tTexcdu4a"
- Name 166 "PerVertex_out"
- MemberName 166(PerVertex_out) 0 "Pos"
- Name 168 "PerVertex_out"
- Decorate 9(g_tTex1df4) DescriptorSet 0
- Decorate 9(g_tTex1df4) Binding 0
- MemberDecorate 15($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
- MemberDecorate 166(PerVertex_out) 0 BuiltIn Position
- Decorate 166(PerVertex_out) Block
+ Name 8 "VS_OUTPUT"
+ MemberName 8(VS_OUTPUT) 0 "Pos"
+ Name 10 "@main("
+ Name 14 "g_tTex1df4"
+ Name 20 "$Global"
+ MemberName 20($Global) 0 "c1"
+ MemberName 20($Global) 1 "c2"
+ MemberName 20($Global) 2 "c3"
+ MemberName 20($Global) 3 "c4"
+ MemberName 20($Global) 4 "o1"
+ MemberName 20($Global) 5 "o2"
+ MemberName 20($Global) 6 "o3"
+ MemberName 20($Global) 7 "o4"
+ Name 22 ""
+ Name 35 "g_tTex1di4"
+ Name 44 "g_tTex1du4"
+ Name 54 "g_tTex2df4"
+ Name 67 "g_tTex2di4"
+ Name 77 "g_tTex2du4"
+ Name 87 "g_tTex3df4"
+ Name 100 "g_tTex3di4"
+ Name 110 "g_tTex3du4"
+ Name 119 "vsout"
+ Name 129 "@entryPointOutput_Pos"
+ Name 134 "g_sSamp"
+ Name 137 "g_tTexcdf4"
+ Name 140 "g_tTexcdi4"
+ Name 143 "g_tTexcdu4"
+ Name 146 "g_tTex1df4a"
+ Name 149 "g_tTex1di4a"
+ Name 152 "g_tTex1du4a"
+ Name 155 "g_tTex2df4a"
+ Name 158 "g_tTex2di4a"
+ Name 161 "g_tTex2du4a"
+ Name 164 "g_tTexcdf4a"
+ Name 167 "g_tTexcdi4a"
+ Name 170 "g_tTexcdu4a"
+ Name 171 "VS_OUTPUT"
+ Name 173 "@entryPointOutput"
+ Decorate 14(g_tTex1df4) DescriptorSet 0
+ Decorate 14(g_tTex1df4) Binding 0
+ MemberDecorate 20($Global) 0 Offset 0
+ MemberDecorate 20($Global) 1 Offset 8
+ MemberDecorate 20($Global) 2 Offset 16
+ MemberDecorate 20($Global) 3 Offset 32
+ MemberDecorate 20($Global) 4 Offset 48
+ MemberDecorate 20($Global) 5 Offset 56
+ MemberDecorate 20($Global) 6 Offset 64
+ MemberDecorate 20($Global) 7 Offset 80
+ Decorate 20($Global) Block
+ Decorate 22 DescriptorSet 0
+ Decorate 35(g_tTex1di4) DescriptorSet 0
+ Decorate 44(g_tTex1du4) DescriptorSet 0
+ Decorate 54(g_tTex2df4) DescriptorSet 0
+ Decorate 67(g_tTex2di4) DescriptorSet 0
+ Decorate 77(g_tTex2du4) DescriptorSet 0
+ Decorate 87(g_tTex3df4) DescriptorSet 0
+ Decorate 100(g_tTex3di4) DescriptorSet 0
+ Decorate 110(g_tTex3du4) DescriptorSet 0
+ Decorate 129(@entryPointOutput_Pos) BuiltIn Position
+ Decorate 134(g_sSamp) DescriptorSet 0
+ Decorate 134(g_sSamp) Binding 0
+ Decorate 137(g_tTexcdf4) DescriptorSet 0
+ Decorate 140(g_tTexcdi4) DescriptorSet 0
+ Decorate 143(g_tTexcdu4) DescriptorSet 0
+ Decorate 146(g_tTex1df4a) DescriptorSet 0
+ Decorate 149(g_tTex1di4a) DescriptorSet 0
+ Decorate 152(g_tTex1du4a) DescriptorSet 0
+ Decorate 155(g_tTex2df4a) DescriptorSet 0
+ Decorate 158(g_tTex2di4a) DescriptorSet 0
+ Decorate 161(g_tTex2du4a) DescriptorSet 0
+ Decorate 164(g_tTexcdf4a) DescriptorSet 0
+ Decorate 167(g_tTexcdi4a) DescriptorSet 0
+ Decorate 170(g_tTexcdu4a) DescriptorSet 0
+ Decorate 173(@entryPointOutput) Location 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
-166(PerVertex_out): TypeStruct 27(fvec4)
- 167: TypePointer Output 166(PerVertex_out)
-168(PerVertex_out): 167(ptr) Variable Output
+ 7: TypeVector 6(float) 4
+ 8(VS_OUTPUT): TypeStruct 7(fvec4)
+ 9: TypeFunction 8(VS_OUTPUT)
+ 12: TypeImage 6(float) 1D sampled format:Unknown
+ 13: TypePointer UniformConstant 12
+ 14(g_tTex1df4): 13(ptr) Variable UniformConstant
+ 16: TypeInt 32 1
+ 17: TypeVector 16(int) 2
+ 18: TypeVector 16(int) 3
+ 19: TypeVector 16(int) 4
+ 20($Global): TypeStruct 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 16(int) 17(ivec2) 18(ivec3) 19(ivec4)
+ 21: TypePointer Uniform 20($Global)
+ 22: 21(ptr) Variable Uniform
+ 23: 16(int) Constant 1
+ 24: TypeInt 32 0
+ 25: 24(int) Constant 0
+ 26: TypePointer Uniform 16(int)
+ 29: 24(int) Constant 1
+ 33: TypeImage 16(int) 1D sampled format:Unknown
+ 34: TypePointer UniformConstant 33
+ 35(g_tTex1di4): 34(ptr) Variable UniformConstant
+ 42: TypeImage 24(int) 1D sampled format:Unknown
+ 43: TypePointer UniformConstant 42
+ 44(g_tTex1du4): 43(ptr) Variable UniformConstant
+ 50: TypeVector 24(int) 4
+ 52: TypeImage 6(float) 2D sampled format:Unknown
+ 53: TypePointer UniformConstant 52
+ 54(g_tTex2df4): 53(ptr) Variable UniformConstant
+ 56: 16(int) Constant 2
+ 57: TypePointer Uniform 18(ivec3)
+ 61: 24(int) Constant 2
+ 65: TypeImage 16(int) 2D sampled format:Unknown
+ 66: TypePointer UniformConstant 65
+ 67(g_tTex2di4): 66(ptr) Variable UniformConstant
+ 75: TypeImage 24(int) 2D sampled format:Unknown
+ 76: TypePointer UniformConstant 75
+ 77(g_tTex2du4): 76(ptr) Variable UniformConstant
+ 85: TypeImage 6(float) 3D sampled format:Unknown
+ 86: TypePointer UniformConstant 85
+ 87(g_tTex3df4): 86(ptr) Variable UniformConstant
+ 89: 16(int) Constant 3
+ 90: TypePointer Uniform 19(ivec4)
+ 94: 24(int) Constant 3
+ 98: TypeImage 16(int) 3D sampled format:Unknown
+ 99: TypePointer UniformConstant 98
+ 100(g_tTex3di4): 99(ptr) Variable UniformConstant
+ 108: TypeImage 24(int) 3D sampled format:Unknown
+ 109: TypePointer UniformConstant 108
+ 110(g_tTex3du4): 109(ptr) Variable UniformConstant
+ 118: TypePointer Function 8(VS_OUTPUT)
+ 120: 16(int) Constant 0
+ 121: 6(float) Constant 0
+ 122: 7(fvec4) ConstantComposite 121 121 121 121
+ 123: TypePointer Function 7(fvec4)
+ 128: TypePointer Output 7(fvec4)
+129(@entryPointOutput_Pos): 128(ptr) Variable Output
+ 132: TypeSampler
+ 133: TypePointer UniformConstant 132
+ 134(g_sSamp): 133(ptr) Variable UniformConstant
+ 135: TypeImage 6(float) Cube sampled format:Unknown
+ 136: TypePointer UniformConstant 135
+ 137(g_tTexcdf4): 136(ptr) Variable UniformConstant
+ 138: TypeImage 16(int) Cube sampled format:Unknown
+ 139: TypePointer UniformConstant 138
+ 140(g_tTexcdi4): 139(ptr) Variable UniformConstant
+ 141: TypeImage 24(int) Cube sampled format:Unknown
+ 142: TypePointer UniformConstant 141
+ 143(g_tTexcdu4): 142(ptr) Variable UniformConstant
+ 144: TypeImage 6(float) 1D array sampled format:Unknown
+ 145: TypePointer UniformConstant 144
+146(g_tTex1df4a): 145(ptr) Variable UniformConstant
+ 147: TypeImage 16(int) 1D array sampled format:Unknown
+ 148: TypePointer UniformConstant 147
+149(g_tTex1di4a): 148(ptr) Variable UniformConstant
+ 150: TypeImage 24(int) 1D array sampled format:Unknown
+ 151: TypePointer UniformConstant 150
+152(g_tTex1du4a): 151(ptr) Variable UniformConstant
+ 153: TypeImage 6(float) 2D array sampled format:Unknown
+ 154: TypePointer UniformConstant 153
+155(g_tTex2df4a): 154(ptr) Variable UniformConstant
+ 156: TypeImage 16(int) 2D array sampled format:Unknown
+ 157: TypePointer UniformConstant 156
+158(g_tTex2di4a): 157(ptr) Variable UniformConstant
+ 159: TypeImage 24(int) 2D array sampled format:Unknown
+ 160: TypePointer UniformConstant 159
+161(g_tTex2du4a): 160(ptr) Variable UniformConstant
+ 162: TypeImage 6(float) Cube array sampled format:Unknown
+ 163: TypePointer UniformConstant 162
+164(g_tTexcdf4a): 163(ptr) Variable UniformConstant
+ 165: TypeImage 16(int) Cube array sampled format:Unknown
+ 166: TypePointer UniformConstant 165
+167(g_tTexcdi4a): 166(ptr) Variable UniformConstant
+ 168: TypeImage 24(int) Cube array sampled format:Unknown
+ 169: TypePointer UniformConstant 168
+170(g_tTexcdu4a): 169(ptr) Variable UniformConstant
+ 171(VS_OUTPUT): TypeStruct
+ 172: TypePointer Output 171(VS_OUTPUT)
+173(@entryPointOutput): 172(ptr) Variable Output
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
+ 130:8(VS_OUTPUT) FunctionCall 10(@main()
+ 131: 7(fvec4) CompositeExtract 130 0
+ Store 129(@entryPointOutput_Pos) 131
Return
FunctionEnd
+ 10(@main():8(VS_OUTPUT) Function None 9
+ 11: Label
+ 119(vsout): 118(ptr) Variable Function
+ 15: 12 Load 14(g_tTex1df4)
+ 27: 26(ptr) AccessChain 22 23 25
+ 28: 16(int) Load 27
+ 30: 26(ptr) AccessChain 22 23 29
+ 31: 16(int) Load 30
+ 32: 7(fvec4) ImageFetch 15 28 Lod 31
+ 36: 33 Load 35(g_tTex1di4)
+ 37: 26(ptr) AccessChain 22 23 25
+ 38: 16(int) Load 37
+ 39: 26(ptr) AccessChain 22 23 29
+ 40: 16(int) Load 39
+ 41: 19(ivec4) ImageFetch 36 38 Lod 40
+ 45: 42 Load 44(g_tTex1du4)
+ 46: 26(ptr) AccessChain 22 23 25
+ 47: 16(int) Load 46
+ 48: 26(ptr) AccessChain 22 23 29
+ 49: 16(int) Load 48
+ 51: 50(ivec4) ImageFetch 45 47 Lod 49
+ 55: 52 Load 54(g_tTex2df4)
+ 58: 57(ptr) AccessChain 22 56
+ 59: 18(ivec3) Load 58
+ 60: 17(ivec2) VectorShuffle 59 59 0 1
+ 62: 26(ptr) AccessChain 22 56 61
+ 63: 16(int) Load 62
+ 64: 7(fvec4) ImageFetch 55 60 Lod 63
+ 68: 65 Load 67(g_tTex2di4)
+ 69: 57(ptr) AccessChain 22 56
+ 70: 18(ivec3) Load 69
+ 71: 17(ivec2) VectorShuffle 70 70 0 1
+ 72: 26(ptr) AccessChain 22 56 61
+ 73: 16(int) Load 72
+ 74: 19(ivec4) ImageFetch 68 71 Lod 73
+ 78: 75 Load 77(g_tTex2du4)
+ 79: 57(ptr) AccessChain 22 56
+ 80: 18(ivec3) Load 79
+ 81: 17(ivec2) VectorShuffle 80 80 0 1
+ 82: 26(ptr) AccessChain 22 56 61
+ 83: 16(int) Load 82
+ 84: 50(ivec4) ImageFetch 78 81 Lod 83
+ 88: 85 Load 87(g_tTex3df4)
+ 91: 90(ptr) AccessChain 22 89
+ 92: 19(ivec4) Load 91
+ 93: 18(ivec3) VectorShuffle 92 92 0 1 2
+ 95: 26(ptr) AccessChain 22 89 94
+ 96: 16(int) Load 95
+ 97: 7(fvec4) ImageFetch 88 93 Lod 96
+ 101: 98 Load 100(g_tTex3di4)
+ 102: 90(ptr) AccessChain 22 89
+ 103: 19(ivec4) Load 102
+ 104: 18(ivec3) VectorShuffle 103 103 0 1 2
+ 105: 26(ptr) AccessChain 22 89 94
+ 106: 16(int) Load 105
+ 107: 19(ivec4) ImageFetch 101 104 Lod 106
+ 111: 108 Load 110(g_tTex3du4)
+ 112: 90(ptr) AccessChain 22 89
+ 113: 19(ivec4) Load 112
+ 114: 18(ivec3) VectorShuffle 113 113 0 1 2
+ 115: 26(ptr) AccessChain 22 89 94
+ 116: 16(int) Load 115
+ 117: 50(ivec4) ImageFetch 111 114 Lod 116
+ 124: 123(ptr) AccessChain 119(vsout) 120
+ Store 124 122
+ 125:8(VS_OUTPUT) Load 119(vsout)
+ ReturnValue 125
+ FunctionEnd