1hlsl.load.buffer.dx10.frag
2Shader version: 500
3gl_FragCoord origin is upper left
4using depth_any
50:? Sequence
60:24  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
70:24    Function Parameters:
80:?     Sequence
90:28      Sequence
100:28        move second child to first child ( temp 4-component vector of float)
110:28          'r00' ( temp 4-component vector of float)
120:28          textureFetch ( temp 4-component vector of float)
130:28            'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
140:28            c1: direct index for structure ( uniform int)
150:28              '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})
160:28              Constant:
170:28                0 (const uint)
180:29      Sequence
190:29        move second child to first child ( temp 4-component vector of int)
200:29          'r01' ( temp 4-component vector of int)
210:29          textureFetch ( temp 4-component vector of int)
220:29            'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
230:29            c1: direct index for structure ( uniform int)
240:29              '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})
250:29              Constant:
260:29                0 (const uint)
270:30      Sequence
280:30        move second child to first child ( temp 4-component vector of uint)
290:30          'r02' ( temp 4-component vector of uint)
300:30          textureFetch ( temp 4-component vector of uint)
310:30            'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
320:30            c1: direct index for structure ( uniform int)
330:30              '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})
340:30              Constant:
350:30                0 (const uint)
360:34      move second child to first child ( temp 4-component vector of float)
370:34        Color: direct index for structure ( temp 4-component vector of float)
380:34          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
390:34          Constant:
400:34            0 (const int)
410:34        Constant:
420:34          1.000000
430:34          1.000000
440:34          1.000000
450:34          1.000000
460:35      move second child to first child ( temp float)
470:35        Depth: direct index for structure ( temp float)
480:35          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
490:35          Constant:
500:35            1 (const int)
510:35        Constant:
520:35          1.000000
530:37      Branch: Return with expression
540:37        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
550:24  Function Definition: main( ( temp void)
560:24    Function Parameters:
570:?     Sequence
580:24      Sequence
590:24        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
600:24          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
610:24          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
620:24        move second child to first child ( temp 4-component vector of float)
630:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
640:24          Color: direct index for structure ( temp 4-component vector of float)
650:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
660:24            Constant:
670:24              0 (const int)
680:24        move second child to first child ( temp float)
690:?           '@entryPointOutput.Depth' ( out float FragDepth)
700:24          Depth: direct index for structure ( temp float)
710:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
720:24            Constant:
730:24              1 (const int)
740:?   Linker Objects
750:?     'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer)
760:?     'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
770:?     'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
780:?     'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
790:?     '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})
800:?     '@entryPointOutput.Depth' ( out float FragDepth)
810:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
82
83
84Linked fragment stage:
85
86
87Shader version: 500
88gl_FragCoord origin is upper left
89using depth_any
900:? Sequence
910:24  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
920:24    Function Parameters:
930:?     Sequence
940:28      Sequence
950:28        move second child to first child ( temp 4-component vector of float)
960:28          'r00' ( temp 4-component vector of float)
970:28          textureFetch ( temp 4-component vector of float)
980:28            'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
990:28            c1: direct index for structure ( uniform int)
1000:28              '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})
1010:28              Constant:
1020:28                0 (const uint)
1030:29      Sequence
1040:29        move second child to first child ( temp 4-component vector of int)
1050:29          'r01' ( temp 4-component vector of int)
1060:29          textureFetch ( temp 4-component vector of int)
1070:29            'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
1080:29            c1: direct index for structure ( uniform int)
1090:29              '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})
1100:29              Constant:
1110:29                0 (const uint)
1120:30      Sequence
1130:30        move second child to first child ( temp 4-component vector of uint)
1140:30          'r02' ( temp 4-component vector of uint)
1150:30          textureFetch ( temp 4-component vector of uint)
1160:30            'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
1170:30            c1: direct index for structure ( uniform int)
1180:30              '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})
1190:30              Constant:
1200:30                0 (const uint)
1210:34      move second child to first child ( temp 4-component vector of float)
1220:34        Color: direct index for structure ( temp 4-component vector of float)
1230:34          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1240:34          Constant:
1250:34            0 (const int)
1260:34        Constant:
1270:34          1.000000
1280:34          1.000000
1290:34          1.000000
1300:34          1.000000
1310:35      move second child to first child ( temp float)
1320:35        Depth: direct index for structure ( temp float)
1330:35          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1340:35          Constant:
1350:35            1 (const int)
1360:35        Constant:
1370:35          1.000000
1380:37      Branch: Return with expression
1390:37        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1400:24  Function Definition: main( ( temp void)
1410:24    Function Parameters:
1420:?     Sequence
1430:24      Sequence
1440:24        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1450:24          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1460:24          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1470:24        move second child to first child ( temp 4-component vector of float)
1480:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
1490:24          Color: direct index for structure ( temp 4-component vector of float)
1500:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1510:24            Constant:
1520:24              0 (const int)
1530:24        move second child to first child ( temp float)
1540:?           '@entryPointOutput.Depth' ( out float FragDepth)
1550:24          Depth: direct index for structure ( temp float)
1560:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1570:24            Constant:
1580:24              1 (const int)
1590:?   Linker Objects
1600:?     'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer)
1610:?     'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
1620:?     'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
1630:?     'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
1640:?     '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})
1650:?     '@entryPointOutput.Depth' ( out float FragDepth)
1660:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
167
168// Module Version 10000
169// Generated by (magic number): 80007
170// Id's are bound by 72
171
172                              Capability Shader
173                              Capability SampledBuffer
174               1:             ExtInstImport  "GLSL.std.450"
175                              MemoryModel Logical GLSL450
176                              EntryPoint Fragment 4  "main" 64 68
177                              ExecutionMode 4 OriginUpperLeft
178                              ExecutionMode 4 DepthReplacing
179                              Source HLSL 500
180                              Name 4  "main"
181                              Name 8  "PS_OUTPUT"
182                              MemberName 8(PS_OUTPUT) 0  "Color"
183                              MemberName 8(PS_OUTPUT) 1  "Depth"
184                              Name 10  "@main("
185                              Name 13  "r00"
186                              Name 16  "g_tTexbf4"
187                              Name 22  "$Global"
188                              MemberName 22($Global) 0  "c1"
189                              MemberName 22($Global) 1  "c2"
190                              MemberName 22($Global) 2  "c3"
191                              MemberName 22($Global) 3  "c4"
192                              MemberName 22($Global) 4  "o1"
193                              MemberName 22($Global) 5  "o2"
194                              MemberName 22($Global) 6  "o3"
195                              MemberName 22($Global) 7  "o4"
196                              Name 24  ""
197                              Name 31  "r01"
198                              Name 34  "g_tTexbi4"
199                              Name 42  "r02"
200                              Name 45  "g_tTexbu4"
201                              Name 51  "psout"
202                              Name 61  "flattenTemp"
203                              Name 64  "@entryPointOutput.Color"
204                              Name 68  "@entryPointOutput.Depth"
205                              Name 71  "g_tTexbf4_test"
206                              Decorate 16(g_tTexbf4) DescriptorSet 0
207                              MemberDecorate 22($Global) 0 Offset 0
208                              MemberDecorate 22($Global) 1 Offset 8
209                              MemberDecorate 22($Global) 2 Offset 16
210                              MemberDecorate 22($Global) 3 Offset 32
211                              MemberDecorate 22($Global) 4 Offset 48
212                              MemberDecorate 22($Global) 5 Offset 56
213                              MemberDecorate 22($Global) 6 Offset 64
214                              MemberDecorate 22($Global) 7 Offset 80
215                              Decorate 22($Global) Block
216                              Decorate 24 DescriptorSet 0
217                              Decorate 34(g_tTexbi4) DescriptorSet 0
218                              Decorate 45(g_tTexbu4) DescriptorSet 0
219                              Decorate 64(@entryPointOutput.Color) Location 0
220                              Decorate 68(@entryPointOutput.Depth) BuiltIn FragDepth
221                              Decorate 71(g_tTexbf4_test) DescriptorSet 0
222                              Decorate 71(g_tTexbf4_test) Binding 0
223               2:             TypeVoid
224               3:             TypeFunction 2
225               6:             TypeFloat 32
226               7:             TypeVector 6(float) 4
227    8(PS_OUTPUT):             TypeStruct 7(fvec4) 6(float)
228               9:             TypeFunction 8(PS_OUTPUT)
229              12:             TypePointer Function 7(fvec4)
230              14:             TypeImage 6(float) Buffer sampled format:Rgba32f
231              15:             TypePointer UniformConstant 14
232   16(g_tTexbf4):     15(ptr) Variable UniformConstant
233              18:             TypeInt 32 1
234              19:             TypeVector 18(int) 2
235              20:             TypeVector 18(int) 3
236              21:             TypeVector 18(int) 4
237     22($Global):             TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4)
238              23:             TypePointer Uniform 22($Global)
239              24:     23(ptr) Variable Uniform
240              25:     18(int) Constant 0
241              26:             TypePointer Uniform 18(int)
242              30:             TypePointer Function 21(ivec4)
243              32:             TypeImage 18(int) Buffer sampled format:Rgba32i
244              33:             TypePointer UniformConstant 32
245   34(g_tTexbi4):     33(ptr) Variable UniformConstant
246              39:             TypeInt 32 0
247              40:             TypeVector 39(int) 4
248              41:             TypePointer Function 40(ivec4)
249              43:             TypeImage 39(int) Buffer sampled format:Rgba32ui
250              44:             TypePointer UniformConstant 43
251   45(g_tTexbu4):     44(ptr) Variable UniformConstant
252              50:             TypePointer Function 8(PS_OUTPUT)
253              52:    6(float) Constant 1065353216
254              53:    7(fvec4) ConstantComposite 52 52 52 52
255              55:     18(int) Constant 1
256              56:             TypePointer Function 6(float)
257              63:             TypePointer Output 7(fvec4)
25864(@entryPointOutput.Color):     63(ptr) Variable Output
259              67:             TypePointer Output 6(float)
26068(@entryPointOutput.Depth):     67(ptr) Variable Output
26171(g_tTexbf4_test):     15(ptr) Variable UniformConstant
262         4(main):           2 Function None 3
263               5:             Label
264 61(flattenTemp):     50(ptr) Variable Function
265              62:8(PS_OUTPUT) FunctionCall 10(@main()
266                              Store 61(flattenTemp) 62
267              65:     12(ptr) AccessChain 61(flattenTemp) 25
268              66:    7(fvec4) Load 65
269                              Store 64(@entryPointOutput.Color) 66
270              69:     56(ptr) AccessChain 61(flattenTemp) 55
271              70:    6(float) Load 69
272                              Store 68(@entryPointOutput.Depth) 70
273                              Return
274                              FunctionEnd
275      10(@main():8(PS_OUTPUT) Function None 9
276              11:             Label
277         13(r00):     12(ptr) Variable Function
278         31(r01):     30(ptr) Variable Function
279         42(r02):     41(ptr) Variable Function
280       51(psout):     50(ptr) Variable Function
281              17:          14 Load 16(g_tTexbf4)
282              27:     26(ptr) AccessChain 24 25
283              28:     18(int) Load 27
284              29:    7(fvec4) ImageFetch 17 28
285                              Store 13(r00) 29
286              35:          32 Load 34(g_tTexbi4)
287              36:     26(ptr) AccessChain 24 25
288              37:     18(int) Load 36
289              38:   21(ivec4) ImageFetch 35 37
290                              Store 31(r01) 38
291              46:          43 Load 45(g_tTexbu4)
292              47:     26(ptr) AccessChain 24 25
293              48:     18(int) Load 47
294              49:   40(ivec4) ImageFetch 46 48
295                              Store 42(r02) 49
296              54:     12(ptr) AccessChain 51(psout) 25
297                              Store 54 53
298              57:     56(ptr) AccessChain 51(psout) 55
299                              Store 57 52
300              58:8(PS_OUTPUT) Load 51(psout)
301                              ReturnValue 58
302                              FunctionEnd
303