glslang/Test/baseResults/hlsl.samplebias.array.dx10.frag.out
John Kessenich e516d4335f HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
2017-08-09 14:29:29 -06:00

575 lines
28 KiB
Plaintext

hlsl.samplebias.array.dx10.frag
Shader version: 500
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
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'txval10' ( temp 4-component vector of float)
0:27 texture ( temp 4-component vector of float)
0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:27 Constant:
0:27 0.500000
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval11' ( temp 4-component vector of int)
0:28 texture ( temp 4-component vector of int)
0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:28 Constant:
0:28 0.500000
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval12' ( temp 4-component vector of uint)
0:29 texture ( temp 4-component vector of uint)
0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:29 Constant:
0:29 0.500000
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'txval20' ( temp 4-component vector of float)
0:31 texture ( temp 4-component vector of float)
0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:31 Constant:
0:31 0.500000
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of int)
0:32 'txval21' ( temp 4-component vector of int)
0:32 texture ( temp 4-component vector of int)
0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:32 Constant:
0:32 0.500000
0:33 Sequence
0:33 move second child to first child ( temp 4-component vector of uint)
0:33 'txval22' ( temp 4-component vector of uint)
0:33 texture ( temp 4-component vector of uint)
0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:33 Constant:
0:33 0.500000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float)
0:35 texture ( temp 4-component vector of float)
0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:35 Constant:
0:35 0.500000
0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int)
0:36 texture ( temp 4-component vector of int)
0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:36 Constant:
0:36 0.500000
0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint)
0:37 texture ( temp 4-component vector of uint)
0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:? 1.000000
0:37 Constant:
0:37 0.500000
0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:40 move second child to first child ( temp float)
0:40 Depth: direct index for structure ( temp float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Branch: Return with expression
0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( ( temp void)
0:24 Function Parameters:
0:? Sequence
0:24 Sequence
0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:? 'g_tTex1di4' ( uniform itexture1DArray)
0:? 'g_tTex1du4' ( uniform utexture1DArray)
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
0:? 'g_tTexcdf4' ( uniform textureCubeArray)
0:? 'g_tTexcdi4' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4' ( uniform utextureCubeArray)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
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
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'txval10' ( temp 4-component vector of float)
0:27 texture ( temp 4-component vector of float)
0:27 Construct combined texture-sampler ( temp sampler1DArray)
0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:27 Constant:
0:27 0.500000
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of int)
0:28 'txval11' ( temp 4-component vector of int)
0:28 texture ( temp 4-component vector of int)
0:28 Construct combined texture-sampler ( temp isampler1DArray)
0:28 'g_tTex1di4' ( uniform itexture1DArray)
0:28 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:28 Constant:
0:28 0.500000
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of uint)
0:29 'txval12' ( temp 4-component vector of uint)
0:29 texture ( temp 4-component vector of uint)
0:29 Construct combined texture-sampler ( temp usampler1DArray)
0:29 'g_tTex1du4' ( uniform utexture1DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:29 Constant:
0:29 0.500000
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'txval20' ( temp 4-component vector of float)
0:31 texture ( temp 4-component vector of float)
0:31 Construct combined texture-sampler ( temp sampler2DArray)
0:31 'g_tTex2df4' ( uniform texture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:31 Constant:
0:31 0.500000
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of int)
0:32 'txval21' ( temp 4-component vector of int)
0:32 texture ( temp 4-component vector of int)
0:32 Construct combined texture-sampler ( temp isampler2DArray)
0:32 'g_tTex2di4' ( uniform itexture2DArray)
0:32 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:32 Constant:
0:32 0.500000
0:33 Sequence
0:33 move second child to first child ( temp 4-component vector of uint)
0:33 'txval22' ( temp 4-component vector of uint)
0:33 texture ( temp 4-component vector of uint)
0:33 Construct combined texture-sampler ( temp usampler2DArray)
0:33 'g_tTex2du4' ( uniform utexture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:33 Constant:
0:33 0.500000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float)
0:35 texture ( temp 4-component vector of float)
0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:35 Constant:
0:35 0.500000
0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int)
0:36 texture ( temp 4-component vector of int)
0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:36 Constant:
0:36 0.500000
0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint)
0:37 texture ( temp 4-component vector of uint)
0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:? 1.000000
0:37 Constant:
0:37 0.500000
0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:40 move second child to first child ( temp float)
0:40 Depth: direct index for structure ( temp float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Branch: Return with expression
0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( ( temp void)
0:24 Function Parameters:
0:? Sequence
0:24 Sequence
0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:? 'g_tTex1di4' ( uniform itexture1DArray)
0:? 'g_tTex1du4' ( uniform utexture1DArray)
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
0:? 'g_tTexcdf4' ( uniform textureCubeArray)
0:? 'g_tTexcdi4' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4' ( uniform utextureCubeArray)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 146
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 138 142
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "txval10"
Name 16 "g_tTex1df4"
Name 20 "g_sSamp"
Name 33 "txval11"
Name 36 "g_tTex1di4"
Name 47 "txval12"
Name 50 "g_tTex1du4"
Name 58 "txval20"
Name 61 "g_tTex2df4"
Name 69 "txval21"
Name 72 "g_tTex2di4"
Name 79 "txval22"
Name 82 "g_tTex2du4"
Name 91 "txval40"
Name 94 "g_tTexcdf4"
Name 101 "txval41"
Name 104 "g_tTexcdi4"
Name 111 "txval42"
Name 114 "g_tTexcdu4"
Name 125 "psout"
Name 135 "flattenTemp"
Name 138 "@entryPointOutput.Color"
Name 142 "@entryPointOutput.Depth"
Name 145 "g_tTex1df4a"
Decorate 16(g_tTex1df4) DescriptorSet 0
Decorate 16(g_tTex1df4) Binding 0
Decorate 20(g_sSamp) DescriptorSet 0
Decorate 20(g_sSamp) Binding 0
Decorate 36(g_tTex1di4) DescriptorSet 0
Decorate 50(g_tTex1du4) DescriptorSet 0
Decorate 61(g_tTex2df4) DescriptorSet 0
Decorate 72(g_tTex2di4) DescriptorSet 0
Decorate 82(g_tTex2du4) DescriptorSet 0
Decorate 94(g_tTexcdf4) DescriptorSet 0
Decorate 104(g_tTexcdi4) DescriptorSet 0
Decorate 114(g_tTexcdu4) DescriptorSet 0
Decorate 138(@entryPointOutput.Color) Location 0
Decorate 142(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 145(g_tTex1df4a) DescriptorSet 0
Decorate 145(g_tTex1df4a) Binding 1
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypePointer Function 7(fvec4)
14: TypeImage 6(float) 1D array sampled format:Unknown
15: TypePointer UniformConstant 14
16(g_tTex1df4): 15(ptr) Variable UniformConstant
18: TypeSampler
19: TypePointer UniformConstant 18
20(g_sSamp): 19(ptr) Variable UniformConstant
22: TypeSampledImage 14
24: TypeVector 6(float) 2
25: 6(float) Constant 1036831949
26: 6(float) Constant 1045220557
27: 24(fvec2) ConstantComposite 25 26
28: 6(float) Constant 1056964608
30: TypeInt 32 1
31: TypeVector 30(int) 4
32: TypePointer Function 31(ivec4)
34: TypeImage 30(int) 1D array sampled format:Unknown
35: TypePointer UniformConstant 34
36(g_tTex1di4): 35(ptr) Variable UniformConstant
39: TypeSampledImage 34
41: 6(float) Constant 1050253722
42: 24(fvec2) ConstantComposite 26 41
44: TypeInt 32 0
45: TypeVector 44(int) 4
46: TypePointer Function 45(ivec4)
48: TypeImage 44(int) 1D array sampled format:Unknown
49: TypePointer UniformConstant 48
50(g_tTex1du4): 49(ptr) Variable UniformConstant
53: TypeSampledImage 48
55: 6(float) Constant 1053609165
56: 24(fvec2) ConstantComposite 41 55
59: TypeImage 6(float) 2D array sampled format:Unknown
60: TypePointer UniformConstant 59
61(g_tTex2df4): 60(ptr) Variable UniformConstant
64: TypeSampledImage 59
66: TypeVector 6(float) 3
67: 66(fvec3) ConstantComposite 25 26 41
70: TypeImage 30(int) 2D array sampled format:Unknown
71: TypePointer UniformConstant 70
72(g_tTex2di4): 71(ptr) Variable UniformConstant
75: TypeSampledImage 70
77: 66(fvec3) ConstantComposite 41 55 28
80: TypeImage 44(int) 2D array sampled format:Unknown
81: TypePointer UniformConstant 80
82(g_tTex2du4): 81(ptr) Variable UniformConstant
85: TypeSampledImage 80
87: 6(float) Constant 1058642330
88: 6(float) Constant 1060320051
89: 66(fvec3) ConstantComposite 28 87 88
92: TypeImage 6(float) Cube array sampled format:Unknown
93: TypePointer UniformConstant 92
94(g_tTexcdf4): 93(ptr) Variable UniformConstant
97: TypeSampledImage 92
99: 7(fvec4) ConstantComposite 25 26 41 55
102: TypeImage 30(int) Cube array sampled format:Unknown
103: TypePointer UniformConstant 102
104(g_tTexcdi4): 103(ptr) Variable UniformConstant
107: TypeSampledImage 102
109: 7(fvec4) ConstantComposite 55 28 87 88
112: TypeImage 44(int) Cube array sampled format:Unknown
113: TypePointer UniformConstant 112
114(g_tTexcdu4): 113(ptr) Variable UniformConstant
117: TypeSampledImage 112
119: 6(float) Constant 1061997773
120: 6(float) Constant 1063675494
121: 6(float) Constant 1065353216
122: 7(fvec4) ConstantComposite 88 119 120 121
124: TypePointer Function 8(PS_OUTPUT)
126: 30(int) Constant 0
127: 7(fvec4) ConstantComposite 121 121 121 121
129: 30(int) Constant 1
130: TypePointer Function 6(float)
137: TypePointer Output 7(fvec4)
138(@entryPointOutput.Color): 137(ptr) Variable Output
141: TypePointer Output 6(float)
142(@entryPointOutput.Depth): 141(ptr) Variable Output
145(g_tTex1df4a): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
135(flattenTemp): 124(ptr) Variable Function
136:8(PS_OUTPUT) FunctionCall 10(@main()
Store 135(flattenTemp) 136
139: 12(ptr) AccessChain 135(flattenTemp) 126
140: 7(fvec4) Load 139
Store 138(@entryPointOutput.Color) 140
143: 130(ptr) AccessChain 135(flattenTemp) 129
144: 6(float) Load 143
Store 142(@entryPointOutput.Depth) 144
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(txval10): 12(ptr) Variable Function
33(txval11): 32(ptr) Variable Function
47(txval12): 46(ptr) Variable Function
58(txval20): 12(ptr) Variable Function
69(txval21): 32(ptr) Variable Function
79(txval22): 46(ptr) Variable Function
91(txval40): 12(ptr) Variable Function
101(txval41): 32(ptr) Variable Function
111(txval42): 46(ptr) Variable Function
125(psout): 124(ptr) Variable Function
17: 14 Load 16(g_tTex1df4)
21: 18 Load 20(g_sSamp)
23: 22 SampledImage 17 21
29: 7(fvec4) ImageSampleImplicitLod 23 27 Bias 28
Store 13(txval10) 29
37: 34 Load 36(g_tTex1di4)
38: 18 Load 20(g_sSamp)
40: 39 SampledImage 37 38
43: 31(ivec4) ImageSampleImplicitLod 40 42 Bias 28
Store 33(txval11) 43
51: 48 Load 50(g_tTex1du4)
52: 18 Load 20(g_sSamp)
54: 53 SampledImage 51 52
57: 45(ivec4) ImageSampleImplicitLod 54 56 Bias 28
Store 47(txval12) 57
62: 59 Load 61(g_tTex2df4)
63: 18 Load 20(g_sSamp)
65: 64 SampledImage 62 63
68: 7(fvec4) ImageSampleImplicitLod 65 67 Bias 28
Store 58(txval20) 68
73: 70 Load 72(g_tTex2di4)
74: 18 Load 20(g_sSamp)
76: 75 SampledImage 73 74
78: 31(ivec4) ImageSampleImplicitLod 76 77 Bias 28
Store 69(txval21) 78
83: 80 Load 82(g_tTex2du4)
84: 18 Load 20(g_sSamp)
86: 85 SampledImage 83 84
90: 45(ivec4) ImageSampleImplicitLod 86 89 Bias 28
Store 79(txval22) 90
95: 92 Load 94(g_tTexcdf4)
96: 18 Load 20(g_sSamp)
98: 97 SampledImage 95 96
100: 7(fvec4) ImageSampleImplicitLod 98 99 Bias 28
Store 91(txval40) 100
105: 102 Load 104(g_tTexcdi4)
106: 18 Load 20(g_sSamp)
108: 107 SampledImage 105 106
110: 31(ivec4) ImageSampleImplicitLod 108 109 Bias 28
Store 101(txval41) 110
115: 112 Load 114(g_tTexcdu4)
116: 18 Load 20(g_sSamp)
118: 117 SampledImage 115 116
123: 45(ivec4) ImageSampleImplicitLod 118 122 Bias 28
Store 111(txval42) 123
128: 12(ptr) AccessChain 125(psout) 126
Store 128 127
131: 130(ptr) AccessChain 125(psout) 129
Store 131 121
132:8(PS_OUTPUT) Load 125(psout)
ReturnValue 132
FunctionEnd