glslang/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out

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hlsl.load.buffer.float.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child (temp float)
0:28 'r00' (temp float)
0:28 textureFetch (temp float)
0:28 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
0:28 '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})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child (temp int)
0:29 'r01' (temp int)
0:29 textureFetch (temp int)
0:29 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer)
0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
0:29 '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})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child (temp uint)
0:30 'r02' (temp uint)
0:30 textureFetch (temp uint)
0:30 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer)
0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
0:30 '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})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child (temp 4-component vector of float)
0:34 Color: direct index for structure (temp 4-component vector of float)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:35 move second child to first child (temp float)
0:35 Depth: direct index for structure (temp float)
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Sequence
0:37 Sequence
0:37 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:37 Color: direct index for structure (temp 4-component vector of float)
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:37 Constant:
0:37 0 (const int)
0:37 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:37 Depth: direct index for structure (temp float)
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:37 Constant:
0:37 1 (const int)
0:37 Branch: Return
0:? Linker Objects
0:? 'g_tTexbfs_test' (layout(binding=0 r32f ) uniform samplerBuffer)
0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:? 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer)
0:? 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child (temp float)
0:28 'r00' (temp float)
0:28 textureFetch (temp float)
0:28 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
0:28 '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})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child (temp int)
0:29 'r01' (temp int)
0:29 textureFetch (temp int)
0:29 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer)
0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
0:29 '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})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child (temp uint)
0:30 'r02' (temp uint)
0:30 textureFetch (temp uint)
0:30 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer)
0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
0:30 '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})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child (temp 4-component vector of float)
0:34 Color: direct index for structure (temp 4-component vector of float)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:35 move second child to first child (temp float)
0:35 Depth: direct index for structure (temp float)
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Sequence
0:37 Sequence
0:37 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:37 Color: direct index for structure (temp 4-component vector of float)
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:37 Constant:
0:37 0 (const int)
0:37 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:37 Depth: direct index for structure (temp float)
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:37 Constant:
0:37 1 (const int)
0:37 Branch: Return
0:? Linker Objects
0:? 'g_tTexbfs_test' (layout(binding=0 r32f ) uniform samplerBuffer)
0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:? 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer)
0:? 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 70
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 61 65
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "r00"
Name 12 "g_tTexbfs"
Name 18 "$Global"
MemberName 18($Global) 0 "c1"
MemberName 18($Global) 1 "c2"
MemberName 18($Global) 2 "c3"
MemberName 18($Global) 3 "c4"
MemberName 18($Global) 4 "o1"
MemberName 18($Global) 5 "o2"
MemberName 18($Global) 6 "o3"
MemberName 18($Global) 7 "o4"
Name 20 ""
Name 28 "r01"
Name 32 "g_tTexbis"
Name 40 "r02"
Name 44 "g_tTexbus"
Name 51 "PS_OUTPUT"
MemberName 51(PS_OUTPUT) 0 "Color"
MemberName 51(PS_OUTPUT) 1 "Depth"
Name 53 "psout"
Name 61 "Color"
Name 65 "Depth"
Name 69 "g_tTexbfs_test"
Decorate 12(g_tTexbfs) DescriptorSet 0
MemberDecorate 18($Global) 0 Offset 0
MemberDecorate 18($Global) 1 Offset 8
MemberDecorate 18($Global) 2 Offset 16
MemberDecorate 18($Global) 3 Offset 32
MemberDecorate 18($Global) 4 Offset 48
MemberDecorate 18($Global) 5 Offset 56
MemberDecorate 18($Global) 6 Offset 64
MemberDecorate 18($Global) 7 Offset 80
Decorate 18($Global) Block
Decorate 20 DescriptorSet 0
Decorate 32(g_tTexbis) DescriptorSet 0
Decorate 44(g_tTexbus) DescriptorSet 0
Decorate 61(Color) Location 0
Decorate 65(Depth) BuiltIn FragDepth
Decorate 69(g_tTexbfs_test) DescriptorSet 0
Decorate 69(g_tTexbfs_test) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
9: TypeImage 6(float) Buffer sampled format:R32f
10: TypeSampledImage 9
11: TypePointer UniformConstant 10
12(g_tTexbfs): 11(ptr) Variable UniformConstant
14: TypeInt 32 1
15: TypeVector 14(int) 2
16: TypeVector 14(int) 3
17: TypeVector 14(int) 4
18($Global): TypeStruct 14(int) 15(ivec2) 16(ivec3) 17(ivec4) 14(int) 15(ivec2) 16(ivec3) 17(ivec4)
19: TypePointer Uniform 18($Global)
20: 19(ptr) Variable Uniform
21: 14(int) Constant 0
22: TypePointer Uniform 14(int)
27: TypePointer Function 14(int)
29: TypeImage 14(int) Buffer sampled format:R32i
30: TypeSampledImage 29
31: TypePointer UniformConstant 30
32(g_tTexbis): 31(ptr) Variable UniformConstant
38: TypeInt 32 0
39: TypePointer Function 38(int)
41: TypeImage 38(int) Buffer sampled format:R32ui
42: TypeSampledImage 41
43: TypePointer UniformConstant 42
44(g_tTexbus): 43(ptr) Variable UniformConstant
50: TypeVector 6(float) 4
51(PS_OUTPUT): TypeStruct 50(fvec4) 6(float)
52: TypePointer Function 51(PS_OUTPUT)
54: 6(float) Constant 1065353216
55: 50(fvec4) ConstantComposite 54 54 54 54
56: TypePointer Function 50(fvec4)
58: 14(int) Constant 1
60: TypePointer Output 50(fvec4)
61(Color): 60(ptr) Variable Output
64: TypePointer Output 6(float)
65(Depth): 64(ptr) Variable Output
69(g_tTexbfs_test): 11(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
8(r00): 7(ptr) Variable Function
28(r01): 27(ptr) Variable Function
40(r02): 39(ptr) Variable Function
53(psout): 52(ptr) Variable Function
13: 10 Load 12(g_tTexbfs)
23: 22(ptr) AccessChain 20 21
24: 14(int) Load 23
25: 9 Image 13
26: 6(float) ImageFetch 25 24
Store 8(r00) 26
33: 30 Load 32(g_tTexbis)
34: 22(ptr) AccessChain 20 21
35: 14(int) Load 34
36: 29 Image 33
37: 14(int) ImageFetch 36 35
Store 28(r01) 37
45: 42 Load 44(g_tTexbus)
46: 22(ptr) AccessChain 20 21
47: 14(int) Load 46
48: 41 Image 45
49: 38(int) ImageFetch 48 47
Store 40(r02) 49
57: 56(ptr) AccessChain 53(psout) 21
Store 57 55
59: 7(ptr) AccessChain 53(psout) 58
Store 59 54
62: 56(ptr) AccessChain 53(psout) 21
63: 50(fvec4) Load 62
Store 61(Color) 63
66: 7(ptr) AccessChain 53(psout) 58
67: 6(float) Load 66
Store 65(Depth) 67
Return
FunctionEnd