hlsl.array.multidim.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Function Parameters: 0:? Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 direct index ( temp 4-component vector of float) 0:14 direct index ( temp 3-element array of 4-component vector of float) 0:14 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 Constant: 0:14 2 (const int) 0:14 Construct vec4 ( temp 4-component vector of float) 0:14 direct index ( temp float) 0:14 direct index ( temp 3-element array of float) 0:14 direct index ( temp 4-element array of 3-element array of float) 0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:14 Constant: 0:14 0 (const uint) 0:14 Constant: 0:14 2 (const int) 0:14 Constant: 0:14 3 (const int) 0:14 Constant: 0:14 1 (const int) 0:15 move second child to first child ( temp 3-element array of 4-component vector of float) 0:15 direct index ( temp 3-element array of 4-component vector of float) 0:15 'float4_array_2' ( temp 5-element array of 3-element array of 4-component vector of float) 0:15 Constant: 0:15 1 (const int) 0:15 direct index ( temp 3-element array of 4-component vector of float) 0:15 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:15 Constant: 0:15 0 (const int) 0:18 move second child to first child ( temp 4-component vector of float) 0:18 Color: direct index for structure ( temp 4-component vector of float) 0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) 0:18 direct index ( temp 4-component vector of float) 0:18 direct index ( temp 3-element array of 4-component vector of float) 0:18 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 2 (const int) 0:19 Branch: Return with expression 0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:10 Color: direct index for structure ( temp 4-component vector of float) 0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Function Parameters: 0:? Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 direct index ( temp 4-component vector of float) 0:14 direct index ( temp 3-element array of 4-component vector of float) 0:14 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 Constant: 0:14 2 (const int) 0:14 Construct vec4 ( temp 4-component vector of float) 0:14 direct index ( temp float) 0:14 direct index ( temp 3-element array of float) 0:14 direct index ( temp 4-element array of 3-element array of float) 0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:14 Constant: 0:14 0 (const uint) 0:14 Constant: 0:14 2 (const int) 0:14 Constant: 0:14 3 (const int) 0:14 Constant: 0:14 1 (const int) 0:15 move second child to first child ( temp 3-element array of 4-component vector of float) 0:15 direct index ( temp 3-element array of 4-component vector of float) 0:15 'float4_array_2' ( temp 5-element array of 3-element array of 4-component vector of float) 0:15 Constant: 0:15 1 (const int) 0:15 direct index ( temp 3-element array of 4-component vector of float) 0:15 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:15 Constant: 0:15 0 (const int) 0:18 move second child to first child ( temp 4-component vector of float) 0:18 Color: direct index for structure ( temp 4-component vector of float) 0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) 0:18 direct index ( temp 4-component vector of float) 0:18 direct index ( temp 3-element array of 4-component vector of float) 0:18 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 2 (const int) 0:19 Branch: Return with expression 0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:10 Color: direct index for structure ( temp 4-component vector of float) 0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 57 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 54 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" Name 10 "@main(" Name 18 "float4_array_1" Name 27 "$Global" MemberName 27($Global) 0 "float_array" Name 29 "" Name 40 "float4_array_2" Name 46 "psout" Name 54 "@entryPointOutput.Color" Decorate 22 ArrayStride 16 Decorate 24 ArrayStride 48 Decorate 26 ArrayStride 192 MemberDecorate 27($Global) 0 Offset 0 Decorate 27($Global) Block Decorate 29 DescriptorSet 0 Decorate 29 Binding 0 Decorate 54(@entryPointOutput.Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 9: TypeFunction 8(PS_OUTPUT) 12: TypeInt 32 0 13: 12(int) Constant 3 14: TypeArray 7(fvec4) 13 15: 12(int) Constant 2 16: TypeArray 14 15 17: TypePointer Function 16 19: TypeInt 32 1 20: 19(int) Constant 1 21: 19(int) Constant 2 22: TypeArray 6(float) 13 23: 12(int) Constant 4 24: TypeArray 22 23 25: 12(int) Constant 5 26: TypeArray 24 25 27($Global): TypeStruct 26 28: TypePointer Uniform 27($Global) 29: 28(ptr) Variable Uniform 30: 19(int) Constant 0 31: 19(int) Constant 3 32: TypePointer Uniform 6(float) 36: TypePointer Function 7(fvec4) 38: TypeArray 14 25 39: TypePointer Function 38 41: TypePointer Function 14 45: TypePointer Function 8(PS_OUTPUT) 53: TypePointer Output 7(fvec4) 54(@entryPointOutput.Color): 53(ptr) Variable Output 4(main): 2 Function None 3 5: Label 55:8(PS_OUTPUT) FunctionCall 10(@main() 56: 7(fvec4) CompositeExtract 55 0 Store 54(@entryPointOutput.Color) 56 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 18(float4_array_1): 17(ptr) Variable Function 40(float4_array_2): 39(ptr) Variable Function 46(psout): 45(ptr) Variable Function 33: 32(ptr) AccessChain 29 30 21 31 20 34: 6(float) Load 33 35: 7(fvec4) CompositeConstruct 34 34 34 34 37: 36(ptr) AccessChain 18(float4_array_1) 20 21 Store 37 35 42: 41(ptr) AccessChain 18(float4_array_1) 30 43: 14 Load 42 44: 41(ptr) AccessChain 40(float4_array_2) 20 Store 44 43 47: 36(ptr) AccessChain 18(float4_array_1) 20 21 48: 7(fvec4) Load 47 49: 36(ptr) AccessChain 46(psout) 30 Store 49 48 50:8(PS_OUTPUT) Load 46(psout) ReturnValue 50 FunctionEnd