mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-13 21:50:06 +00:00
458 lines
22 KiB
Plaintext
458 lines
22 KiB
Plaintext
hlsl.sample.offsetarray.dx10.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Parameters:
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0:? Sequence
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0:23 Sequence
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0:23 move second child to first child ( temp 4-component vector of float)
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0:23 'txval10' ( temp 4-component vector of float)
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0:23 textureOffset ( temp 4-component vector of float)
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0:23 Construct combined texture-sampler ( temp sampler1DArray)
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0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:23 'g_sSamp' (layout( binding=0) uniform sampler)
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0:23 Constant:
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0:23 0.100000
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0:23 0.200000
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0:23 Constant:
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0:23 0 (const int)
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0:24 Sequence
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0:24 move second child to first child ( temp 4-component vector of int)
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0:24 'txval11' ( temp 4-component vector of int)
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0:24 textureOffset ( temp 4-component vector of int)
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0:24 Construct combined texture-sampler ( temp isampler1DArray)
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0:24 'g_tTex1di4' ( uniform itexture1DArray)
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0:24 'g_sSamp' (layout( binding=0) uniform sampler)
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0:24 Constant:
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0:24 0.200000
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0:24 0.300000
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0:24 Constant:
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0:24 1 (const int)
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0:25 Sequence
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0:25 move second child to first child ( temp 4-component vector of uint)
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0:25 'txval12' ( temp 4-component vector of uint)
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0:25 textureOffset ( temp 4-component vector of uint)
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0:25 Construct combined texture-sampler ( temp usampler1DArray)
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0:25 'g_tTex1du4' ( uniform utexture1DArray)
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0:25 'g_sSamp' (layout( binding=0) uniform sampler)
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0:25 Constant:
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0:25 0.300000
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0:25 0.400000
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0:25 Constant:
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0:25 2 (const int)
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0:27 Sequence
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0:27 move second child to first child ( temp 4-component vector of float)
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0:27 'txval20' ( temp 4-component vector of float)
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0:27 textureOffset ( temp 4-component vector of float)
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0:27 Construct combined texture-sampler ( temp sampler2DArray)
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0:27 'g_tTex2df4' ( uniform texture2DArray)
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0:27 'g_sSamp' (layout( binding=0) uniform sampler)
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0:27 Constant:
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0:27 0.100000
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0:27 0.200000
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0:27 0.300000
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0:27 Constant:
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0:27 0 (const int)
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0:27 0 (const int)
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0:28 Sequence
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0:28 move second child to first child ( temp 4-component vector of int)
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0:28 'txval21' ( temp 4-component vector of int)
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0:28 textureOffset ( temp 4-component vector of int)
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0:28 Construct combined texture-sampler ( temp isampler2DArray)
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0:28 'g_tTex2di4' ( uniform itexture2DArray)
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0:28 'g_sSamp' (layout( binding=0) uniform sampler)
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0:28 Constant:
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0:28 0.300000
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0:28 0.400000
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0:28 0.500000
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0:28 Constant:
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0:28 0 (const int)
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0:28 0 (const int)
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0:29 Sequence
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0:29 move second child to first child ( temp 4-component vector of uint)
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0:29 'txval22' ( temp 4-component vector of uint)
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0:29 textureOffset ( temp 4-component vector of uint)
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0:29 Construct combined texture-sampler ( temp usampler2DArray)
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0:29 'g_tTex2du4' ( uniform utexture2DArray)
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0:29 'g_sSamp' (layout( binding=0) uniform sampler)
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0:29 Constant:
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0:29 0.500000
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0:29 0.600000
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0:29 0.700000
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0:29 Constant:
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0:29 0 (const int)
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0:29 1 (const int)
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0:33 move second child to first child ( temp 4-component vector of float)
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0:33 Color: direct index for structure ( temp 4-component vector of float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 0 (const int)
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0:33 Constant:
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0:33 1.000000
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0:33 1.000000
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0:33 1.000000
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0:33 1.000000
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0:34 move second child to first child ( temp float)
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0:34 Depth: direct index for structure ( temp float)
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0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 1 (const int)
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0:34 Constant:
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0:34 1.000000
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0:36 Branch: Return with expression
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0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Definition: main( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:20 Sequence
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0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:20 Color: direct index for structure ( temp 4-component vector of float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 0 (const int)
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0:20 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:20 Depth: direct index for structure ( temp float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4' ( uniform itexture1DArray)
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0:? 'g_tTex1du4' ( uniform utexture1DArray)
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0:? 'g_tTex2df4' ( uniform texture2DArray)
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0:? 'g_tTex2di4' ( uniform itexture2DArray)
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0:? 'g_tTex2du4' ( uniform utexture2DArray)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Parameters:
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0:? Sequence
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0:23 Sequence
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0:23 move second child to first child ( temp 4-component vector of float)
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0:23 'txval10' ( temp 4-component vector of float)
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0:23 textureOffset ( temp 4-component vector of float)
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0:23 Construct combined texture-sampler ( temp sampler1DArray)
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0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:23 'g_sSamp' (layout( binding=0) uniform sampler)
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0:23 Constant:
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0:23 0.100000
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0:23 0.200000
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0:23 Constant:
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0:23 0 (const int)
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0:24 Sequence
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0:24 move second child to first child ( temp 4-component vector of int)
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0:24 'txval11' ( temp 4-component vector of int)
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0:24 textureOffset ( temp 4-component vector of int)
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0:24 Construct combined texture-sampler ( temp isampler1DArray)
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0:24 'g_tTex1di4' ( uniform itexture1DArray)
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0:24 'g_sSamp' (layout( binding=0) uniform sampler)
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0:24 Constant:
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0:24 0.200000
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0:24 0.300000
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0:24 Constant:
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0:24 1 (const int)
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0:25 Sequence
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0:25 move second child to first child ( temp 4-component vector of uint)
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0:25 'txval12' ( temp 4-component vector of uint)
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0:25 textureOffset ( temp 4-component vector of uint)
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0:25 Construct combined texture-sampler ( temp usampler1DArray)
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0:25 'g_tTex1du4' ( uniform utexture1DArray)
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0:25 'g_sSamp' (layout( binding=0) uniform sampler)
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0:25 Constant:
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0:25 0.300000
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0:25 0.400000
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0:25 Constant:
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0:25 2 (const int)
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0:27 Sequence
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0:27 move second child to first child ( temp 4-component vector of float)
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0:27 'txval20' ( temp 4-component vector of float)
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0:27 textureOffset ( temp 4-component vector of float)
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0:27 Construct combined texture-sampler ( temp sampler2DArray)
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0:27 'g_tTex2df4' ( uniform texture2DArray)
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0:27 'g_sSamp' (layout( binding=0) uniform sampler)
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0:27 Constant:
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0:27 0.100000
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0:27 0.200000
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0:27 0.300000
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0:27 Constant:
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0:27 0 (const int)
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0:27 0 (const int)
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0:28 Sequence
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0:28 move second child to first child ( temp 4-component vector of int)
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0:28 'txval21' ( temp 4-component vector of int)
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0:28 textureOffset ( temp 4-component vector of int)
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0:28 Construct combined texture-sampler ( temp isampler2DArray)
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0:28 'g_tTex2di4' ( uniform itexture2DArray)
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0:28 'g_sSamp' (layout( binding=0) uniform sampler)
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0:28 Constant:
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0:28 0.300000
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0:28 0.400000
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0:28 0.500000
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0:28 Constant:
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0:28 0 (const int)
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0:28 0 (const int)
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0:29 Sequence
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0:29 move second child to first child ( temp 4-component vector of uint)
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0:29 'txval22' ( temp 4-component vector of uint)
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0:29 textureOffset ( temp 4-component vector of uint)
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0:29 Construct combined texture-sampler ( temp usampler2DArray)
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0:29 'g_tTex2du4' ( uniform utexture2DArray)
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0:29 'g_sSamp' (layout( binding=0) uniform sampler)
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0:29 Constant:
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0:29 0.500000
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0:29 0.600000
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0:29 0.700000
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0:29 Constant:
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0:29 0 (const int)
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0:29 1 (const int)
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0:33 move second child to first child ( temp 4-component vector of float)
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0:33 Color: direct index for structure ( temp 4-component vector of float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 0 (const int)
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0:33 Constant:
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0:33 1.000000
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0:33 1.000000
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0:33 1.000000
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0:33 1.000000
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0:34 move second child to first child ( temp float)
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0:34 Depth: direct index for structure ( temp float)
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0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 1 (const int)
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0:34 Constant:
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0:34 1.000000
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0:36 Branch: Return with expression
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0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Definition: main( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:20 Sequence
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0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:20 Color: direct index for structure ( temp 4-component vector of float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 0 (const int)
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0:20 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:20 Depth: direct index for structure ( temp float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4' ( uniform itexture1DArray)
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0:? 'g_tTex1du4' ( uniform utexture1DArray)
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0:? 'g_tTex2df4' ( uniform texture2DArray)
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0:? 'g_tTex2di4' ( uniform itexture2DArray)
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0:? 'g_tTex2du4' ( uniform utexture2DArray)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 118
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Capability Shader
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Capability Sampled1D
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 110 114
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthReplacing
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Source HLSL 500
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "Color"
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MemberName 8(PS_OUTPUT) 1 "Depth"
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Name 10 "@main("
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Name 13 "txval10"
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Name 16 "g_tTex1df4"
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Name 20 "g_sSamp"
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Name 33 "txval11"
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Name 36 "g_tTex1di4"
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Name 48 "txval12"
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Name 51 "g_tTex1du4"
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Name 60 "txval20"
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Name 63 "g_tTex2df4"
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Name 73 "txval21"
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Name 76 "g_tTex2di4"
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Name 84 "txval22"
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Name 87 "g_tTex2du4"
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Name 98 "psout"
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Name 107 "flattenTemp"
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Name 110 "@entryPointOutput.Color"
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Name 114 "@entryPointOutput.Depth"
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Name 117 "g_tTex1df4a"
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Decorate 16(g_tTex1df4) DescriptorSet 0
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Decorate 16(g_tTex1df4) Binding 0
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Decorate 20(g_sSamp) DescriptorSet 0
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Decorate 20(g_sSamp) Binding 0
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Decorate 36(g_tTex1di4) DescriptorSet 0
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Decorate 36(g_tTex1di4) Binding 2
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Decorate 51(g_tTex1du4) DescriptorSet 0
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Decorate 51(g_tTex1du4) Binding 3
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Decorate 63(g_tTex2df4) DescriptorSet 0
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Decorate 63(g_tTex2df4) Binding 4
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Decorate 76(g_tTex2di4) DescriptorSet 0
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Decorate 76(g_tTex2di4) Binding 5
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Decorate 87(g_tTex2du4) DescriptorSet 0
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Decorate 87(g_tTex2du4) Binding 6
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Decorate 110(@entryPointOutput.Color) Location 0
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Decorate 114(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 117(g_tTex1df4a) DescriptorSet 0
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Decorate 117(g_tTex1df4a) Binding 1
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypePointer Function 7(fvec4)
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14: TypeImage 6(float) 1D array sampled format:Unknown
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15: TypePointer UniformConstant 14
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16(g_tTex1df4): 15(ptr) Variable UniformConstant
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18: TypeSampler
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19: TypePointer UniformConstant 18
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20(g_sSamp): 19(ptr) Variable UniformConstant
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22: TypeSampledImage 14
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24: TypeVector 6(float) 2
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25: 6(float) Constant 1036831949
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26: 6(float) Constant 1045220557
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27: 24(fvec2) ConstantComposite 25 26
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28: TypeInt 32 1
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29: 28(int) Constant 0
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31: TypeVector 28(int) 4
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32: TypePointer Function 31(ivec4)
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34: TypeImage 28(int) 1D array sampled format:Unknown
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35: TypePointer UniformConstant 34
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36(g_tTex1di4): 35(ptr) Variable UniformConstant
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39: TypeSampledImage 34
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41: 6(float) Constant 1050253722
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42: 24(fvec2) ConstantComposite 26 41
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43: 28(int) Constant 1
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45: TypeInt 32 0
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46: TypeVector 45(int) 4
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47: TypePointer Function 46(ivec4)
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49: TypeImage 45(int) 1D array sampled format:Unknown
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50: TypePointer UniformConstant 49
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51(g_tTex1du4): 50(ptr) Variable UniformConstant
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54: TypeSampledImage 49
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56: 6(float) Constant 1053609165
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57: 24(fvec2) ConstantComposite 41 56
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58: 28(int) Constant 2
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61: TypeImage 6(float) 2D array sampled format:Unknown
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62: TypePointer UniformConstant 61
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63(g_tTex2df4): 62(ptr) Variable UniformConstant
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66: TypeSampledImage 61
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68: TypeVector 6(float) 3
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69: 68(fvec3) ConstantComposite 25 26 41
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70: TypeVector 28(int) 2
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71: 70(ivec2) ConstantComposite 29 29
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74: TypeImage 28(int) 2D array sampled format:Unknown
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75: TypePointer UniformConstant 74
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76(g_tTex2di4): 75(ptr) Variable UniformConstant
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79: TypeSampledImage 74
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81: 6(float) Constant 1056964608
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82: 68(fvec3) ConstantComposite 41 56 81
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85: TypeImage 45(int) 2D array sampled format:Unknown
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86: TypePointer UniformConstant 85
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87(g_tTex2du4): 86(ptr) Variable UniformConstant
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90: TypeSampledImage 85
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92: 6(float) Constant 1058642330
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93: 6(float) Constant 1060320051
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94: 68(fvec3) ConstantComposite 81 92 93
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95: 70(ivec2) ConstantComposite 29 43
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97: TypePointer Function 8(PS_OUTPUT)
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99: 6(float) Constant 1065353216
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100: 7(fvec4) ConstantComposite 99 99 99 99
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102: TypePointer Function 6(float)
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109: TypePointer Output 7(fvec4)
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110(@entryPointOutput.Color): 109(ptr) Variable Output
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113: TypePointer Output 6(float)
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114(@entryPointOutput.Depth): 113(ptr) Variable Output
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117(g_tTex1df4a): 15(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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107(flattenTemp): 97(ptr) Variable Function
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108:8(PS_OUTPUT) FunctionCall 10(@main()
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Store 107(flattenTemp) 108
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111: 12(ptr) AccessChain 107(flattenTemp) 29
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112: 7(fvec4) Load 111
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Store 110(@entryPointOutput.Color) 112
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115: 102(ptr) AccessChain 107(flattenTemp) 43
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116: 6(float) Load 115
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Store 114(@entryPointOutput.Depth) 116
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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13(txval10): 12(ptr) Variable Function
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33(txval11): 32(ptr) Variable Function
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48(txval12): 47(ptr) Variable Function
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60(txval20): 12(ptr) Variable Function
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73(txval21): 32(ptr) Variable Function
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84(txval22): 47(ptr) Variable Function
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98(psout): 97(ptr) Variable Function
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17: 14 Load 16(g_tTex1df4)
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21: 18 Load 20(g_sSamp)
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23: 22 SampledImage 17 21
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30: 7(fvec4) ImageSampleImplicitLod 23 27 ConstOffset 29
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|
Store 13(txval10) 30
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37: 34 Load 36(g_tTex1di4)
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38: 18 Load 20(g_sSamp)
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40: 39 SampledImage 37 38
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|
44: 31(ivec4) ImageSampleImplicitLod 40 42 ConstOffset 43
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|
Store 33(txval11) 44
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52: 49 Load 51(g_tTex1du4)
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53: 18 Load 20(g_sSamp)
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|
55: 54 SampledImage 52 53
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|
59: 46(ivec4) ImageSampleImplicitLod 55 57 ConstOffset 58
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|
Store 48(txval12) 59
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|
64: 61 Load 63(g_tTex2df4)
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|
65: 18 Load 20(g_sSamp)
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|
67: 66 SampledImage 64 65
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|
72: 7(fvec4) ImageSampleImplicitLod 67 69 ConstOffset 71
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|
Store 60(txval20) 72
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|
77: 74 Load 76(g_tTex2di4)
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|
78: 18 Load 20(g_sSamp)
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|
80: 79 SampledImage 77 78
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|
83: 31(ivec4) ImageSampleImplicitLod 80 82 ConstOffset 71
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|
Store 73(txval21) 83
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|
88: 85 Load 87(g_tTex2du4)
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|
89: 18 Load 20(g_sSamp)
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|
91: 90 SampledImage 88 89
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|
96: 46(ivec4) ImageSampleImplicitLod 91 94 ConstOffset 95
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|
Store 84(txval22) 96
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|
101: 12(ptr) AccessChain 98(psout) 29
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|
Store 101 100
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|
103: 102(ptr) AccessChain 98(psout) 43
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|
Store 103 99
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104:8(PS_OUTPUT) Load 98(psout)
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ReturnValue 104
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FunctionEnd
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