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hlsl.load.rwtexture.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters:
0:? Sequence
0:44 imageLoad ( temp 4-component vector of float)
0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
0:44 c2: direct index for structure ( uniform 2-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 1 (const uint)
0:45 imageLoad ( temp 4-component vector of int)
0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
0:45 c2: direct index for structure ( uniform 2-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:45 Constant:
0:45 1 (const uint)
0:46 imageLoad ( temp 4-component vector of uint)
0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
0:46 c2: direct index for structure ( uniform 2-component vector of int)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:46 Constant:
0:46 1 (const uint)
0:49 imageLoad ( temp 4-component vector of float)
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:49 c3: direct index for structure ( uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 2 (const uint)
0:50 imageLoad ( temp 4-component vector of int)
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:50 c3: direct index for structure ( uniform 3-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:50 Constant:
0:50 2 (const uint)
0:51 imageLoad ( temp 4-component vector of uint)
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:51 c3: direct index for structure ( uniform 3-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 2 (const uint)
0:53 move second child to first child ( temp 4-component vector of float)
0:53 Color: direct index for structure ( temp 4-component vector of float)
0:53 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1.000000
0:53 1.000000
0:53 1.000000
0:53 1.000000
0:54 move second child to first child ( temp float)
0:54 Depth: direct index for structure ( temp float)
0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:54 Constant:
0:54 1 (const int)
0:54 Constant:
0:54 1.000000
0:56 Branch: Return with expression
0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Definition: main( ( temp void)
0:40 Function Parameters:
0:? Sequence
0:40 Sequence
0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:40 Depth: direct index for structure ( temp float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D)
0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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
using depth_any
0:? Sequence
0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters:
0:? Sequence
0:44 imageLoad ( temp 4-component vector of float)
0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
0:44 c2: direct index for structure ( uniform 2-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 1 (const uint)
0:45 imageLoad ( temp 4-component vector of int)
0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
0:45 c2: direct index for structure ( uniform 2-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:45 Constant:
0:45 1 (const uint)
0:46 imageLoad ( temp 4-component vector of uint)
0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
0:46 c2: direct index for structure ( uniform 2-component vector of int)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:46 Constant:
0:46 1 (const uint)
0:49 imageLoad ( temp 4-component vector of float)
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:49 c3: direct index for structure ( uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 2 (const uint)
0:50 imageLoad ( temp 4-component vector of int)
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:50 c3: direct index for structure ( uniform 3-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:50 Constant:
0:50 2 (const uint)
0:51 imageLoad ( temp 4-component vector of uint)
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:51 c3: direct index for structure ( uniform 3-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 2 (const uint)
0:53 move second child to first child ( temp 4-component vector of float)
0:53 Color: direct index for structure ( temp 4-component vector of float)
0:53 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1.000000
0:53 1.000000
0:53 1.000000
0:53 1.000000
0:54 move second child to first child ( temp float)
0:54 Depth: direct index for structure ( temp float)
0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:54 Constant:
0:54 1 (const int)
0:54 Constant:
0:54 1.000000
0:56 Branch: Return with expression
0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Definition: main( ( temp void)
0:40 Function Parameters:
0:? Sequence
0:40 Sequence
0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:40 Depth: direct index for structure ( temp float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D)
0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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): 8000b
// Id's are bound by 119
Capability Shader
Capability Image1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 82 86
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
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 14 "g_tTex1df4a"
Name 20 "$Global"
MemberName 20($Global) 0 "c1"
MemberName 20($Global) 1 "c2"
MemberName 20($Global) 2 "c3"
MemberName 20($Global) 3 "c4"
MemberName 20($Global) 4 "o1"
MemberName 20($Global) 5 "o2"
MemberName 20($Global) 6 "o3"
MemberName 20($Global) 7 "o4"
Name 22 ""
Name 30 "g_tTex1di4a"
Name 38 "g_tTex1du4a"
Name 46 "g_tTex2df4a"
Name 55 "g_tTex2di4a"
Name 62 "g_tTex2du4a"
Name 68 "psout"
Name 79 "flattenTemp"
Name 82 "@entryPointOutput.Color"
Name 86 "@entryPointOutput.Depth"
Name 91 "g_sSamp"
Name 94 "g_tTex1df4"
Name 97 "g_tTex1di4"
Name 100 "g_tTex1du4"
Name 103 "g_tTex2df4"
Name 106 "g_tTex2di4"
Name 109 "g_tTex2du4"
Name 112 "g_tTex3df4"
Name 115 "g_tTex3di4"
Name 118 "g_tTex3du4"
Decorate 14(g_tTex1df4a) Binding 1
Decorate 14(g_tTex1df4a) DescriptorSet 0
Decorate 20($Global) Block
MemberDecorate 20($Global) 0 Offset 0
MemberDecorate 20($Global) 1 Offset 8
MemberDecorate 20($Global) 2 Offset 16
MemberDecorate 20($Global) 3 Offset 32
MemberDecorate 20($Global) 4 Offset 48
MemberDecorate 20($Global) 5 Offset 56
MemberDecorate 20($Global) 6 Offset 64
MemberDecorate 20($Global) 7 Offset 80
Decorate 22 Binding 7
Decorate 22 DescriptorSet 0
Decorate 30(g_tTex1di4a) Binding 2
Decorate 30(g_tTex1di4a) DescriptorSet 0
Decorate 38(g_tTex1du4a) Binding 3
Decorate 38(g_tTex1du4a) DescriptorSet 0
Decorate 46(g_tTex2df4a) Binding 4
Decorate 46(g_tTex2df4a) DescriptorSet 0
Decorate 55(g_tTex2di4a) Binding 5
Decorate 55(g_tTex2di4a) DescriptorSet 0
Decorate 62(g_tTex2du4a) Binding 6
Decorate 62(g_tTex2du4a) DescriptorSet 0
Decorate 82(@entryPointOutput.Color) Location 0
Decorate 86(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 91(g_sSamp) Binding 0
Decorate 91(g_sSamp) DescriptorSet 0
Decorate 94(g_tTex1df4) Binding 0
Decorate 94(g_tTex1df4) DescriptorSet 0
Decorate 97(g_tTex1di4) Binding 0
Decorate 97(g_tTex1di4) DescriptorSet 0
Decorate 100(g_tTex1du4) Binding 0
Decorate 100(g_tTex1du4) DescriptorSet 0
Decorate 103(g_tTex2df4) Binding 0
Decorate 103(g_tTex2df4) DescriptorSet 0
Decorate 106(g_tTex2di4) Binding 0
Decorate 106(g_tTex2di4) DescriptorSet 0
Decorate 109(g_tTex2du4) Binding 0
Decorate 109(g_tTex2du4) DescriptorSet 0
Decorate 112(g_tTex3df4) Binding 0
Decorate 112(g_tTex3df4) DescriptorSet 0
Decorate 115(g_tTex3di4) Binding 0
Decorate 115(g_tTex3di4) DescriptorSet 0
Decorate 118(g_tTex3du4) Binding 0
Decorate 118(g_tTex3du4) DescriptorSet 0
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: TypeImage 6(float) 1D array nonsampled format:Rgba32f
13: TypePointer UniformConstant 12
14(g_tTex1df4a): 13(ptr) Variable UniformConstant
16: TypeInt 32 1
17: TypeVector 16(int) 2
18: TypeVector 16(int) 3
19: TypeVector 16(int) 4
20($Global): TypeStruct 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 16(int) 17(ivec2) 18(ivec3) 19(ivec4)
21: TypePointer Uniform 20($Global)
22: 21(ptr) Variable Uniform
23: 16(int) Constant 1
24: TypePointer Uniform 17(ivec2)
28: TypeImage 16(int) 1D array nonsampled format:Rgba32i
29: TypePointer UniformConstant 28
30(g_tTex1di4a): 29(ptr) Variable UniformConstant
35: TypeInt 32 0
36: TypeImage 35(int) 1D array nonsampled format:Rgba32ui
37: TypePointer UniformConstant 36
38(g_tTex1du4a): 37(ptr) Variable UniformConstant
42: TypeVector 35(int) 4
44: TypeImage 6(float) 2D array nonsampled format:Rgba32f
45: TypePointer UniformConstant 44
46(g_tTex2df4a): 45(ptr) Variable UniformConstant
48: 16(int) Constant 2
49: TypePointer Uniform 18(ivec3)
53: TypeImage 16(int) 2D array nonsampled format:Rgba32i
54: TypePointer UniformConstant 53
55(g_tTex2di4a): 54(ptr) Variable UniformConstant
60: TypeImage 35(int) 2D array nonsampled format:Rgba32ui
61: TypePointer UniformConstant 60
62(g_tTex2du4a): 61(ptr) Variable UniformConstant
67: TypePointer Function 8(PS_OUTPUT)
69: 16(int) Constant 0
70: 6(float) Constant 1065353216
71: 7(fvec4) ConstantComposite 70 70 70 70
72: TypePointer Function 7(fvec4)
74: TypePointer Function 6(float)
81: TypePointer Output 7(fvec4)
82(@entryPointOutput.Color): 81(ptr) Variable Output
85: TypePointer Output 6(float)
86(@entryPointOutput.Depth): 85(ptr) Variable Output
89: TypeSampler
90: TypePointer UniformConstant 89
91(g_sSamp): 90(ptr) Variable UniformConstant
92: TypeImage 6(float) 1D nonsampled format:Rgba32f
93: TypePointer UniformConstant 92
94(g_tTex1df4): 93(ptr) Variable UniformConstant
95: TypeImage 16(int) 1D nonsampled format:Rgba32i
96: TypePointer UniformConstant 95
97(g_tTex1di4): 96(ptr) Variable UniformConstant
98: TypeImage 35(int) 1D nonsampled format:Rgba32ui
99: TypePointer UniformConstant 98
100(g_tTex1du4): 99(ptr) Variable UniformConstant
101: TypeImage 6(float) 2D nonsampled format:Rgba32f
102: TypePointer UniformConstant 101
103(g_tTex2df4): 102(ptr) Variable UniformConstant
104: TypeImage 16(int) 2D nonsampled format:Rgba32i
105: TypePointer UniformConstant 104
106(g_tTex2di4): 105(ptr) Variable UniformConstant
107: TypeImage 35(int) 2D nonsampled format:Rgba32ui
108: TypePointer UniformConstant 107
109(g_tTex2du4): 108(ptr) Variable UniformConstant
110: TypeImage 6(float) 3D nonsampled format:Rgba32f
111: TypePointer UniformConstant 110
112(g_tTex3df4): 111(ptr) Variable UniformConstant
113: TypeImage 16(int) 3D nonsampled format:Rgba32i
114: TypePointer UniformConstant 113
115(g_tTex3di4): 114(ptr) Variable UniformConstant
116: TypeImage 35(int) 3D nonsampled format:Rgba32ui
117: TypePointer UniformConstant 116
118(g_tTex3du4): 117(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
79(flattenTemp): 67(ptr) Variable Function
80:8(PS_OUTPUT) FunctionCall 10(@main()
Store 79(flattenTemp) 80
83: 72(ptr) AccessChain 79(flattenTemp) 69
84: 7(fvec4) Load 83
Store 82(@entryPointOutput.Color) 84
87: 74(ptr) AccessChain 79(flattenTemp) 23
88: 6(float) Load 87
Store 86(@entryPointOutput.Depth) 88
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
68(psout): 67(ptr) Variable Function
15: 12 Load 14(g_tTex1df4a)
25: 24(ptr) AccessChain 22 23
26: 17(ivec2) Load 25
27: 7(fvec4) ImageRead 15 26
31: 28 Load 30(g_tTex1di4a)
32: 24(ptr) AccessChain 22 23
33: 17(ivec2) Load 32
34: 19(ivec4) ImageRead 31 33
39: 36 Load 38(g_tTex1du4a)
40: 24(ptr) AccessChain 22 23
41: 17(ivec2) Load 40
43: 42(ivec4) ImageRead 39 41
47: 44 Load 46(g_tTex2df4a)
50: 49(ptr) AccessChain 22 48
51: 18(ivec3) Load 50
52: 7(fvec4) ImageRead 47 51
56: 53 Load 55(g_tTex2di4a)
57: 49(ptr) AccessChain 22 48
58: 18(ivec3) Load 57
59: 19(ivec4) ImageRead 56 58
63: 60 Load 62(g_tTex2du4a)
64: 49(ptr) AccessChain 22 48
65: 18(ivec3) Load 64
66: 42(ivec4) ImageRead 63 65
73: 72(ptr) AccessChain 68(psout) 69
Store 73 71
75: 74(ptr) AccessChain 68(psout) 23
Store 75 70
76:8(PS_OUTPUT) Load 68(psout)
ReturnValue 76
FunctionEnd
|