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