From 4e55988a47c1e5922434dc56b2f7a74d06cab1e5 Mon Sep 17 00:00:00 2001 From: John Kessenich <cepheus@frii.com> Date: Tue, 27 Sep 2016 23:09:32 -0600 Subject: [PATCH] HLSL Tests: Tests for previous commit, to make it easier to see what's changing. --- Test/baseResults/hlsl.array.flatten.frag.out | 304 +-- Test/baseResults/hlsl.array.frag.out | 189 +- Test/baseResults/hlsl.assoc.frag.out | 4 +- Test/baseResults/hlsl.attribute.frag.out | 4 +- Test/baseResults/hlsl.buffer.frag.out | 4 +- .../hlsl.calculatelod.dx10.frag.out | 4 +- .../hlsl.calculatelodunclamped.dx10.frag.out | 4 +- Test/baseResults/hlsl.cast.frag.out | 4 +- Test/baseResults/hlsl.conditional.frag.out | 4 +- Test/baseResults/hlsl.constructexpr.frag.out | 4 +- Test/baseResults/hlsl.depthGreater.frag.out | 4 +- Test/baseResults/hlsl.depthLess.frag.out | 4 +- Test/baseResults/hlsl.discard.frag.out | 12 +- Test/baseResults/hlsl.doLoop.frag.out | 4 +- Test/baseResults/hlsl.entry-in.frag.out | 16 +- Test/baseResults/hlsl.entry-out.frag.out | 4 +- Test/baseResults/hlsl.float1.frag.out | 4 +- Test/baseResults/hlsl.float4.frag.out | 99 +- Test/baseResults/hlsl.forLoop.frag.out | 4 +- .../hlsl.gather.array.dx10.frag.out | 4 +- .../hlsl.gather.basic.dx10.frag.out | 4 +- .../hlsl.gather.basic.dx10.vert.out | 4 +- .../hlsl.gather.offset.dx10.frag.out | 4 +- .../hlsl.gather.offsetarray.dx10.frag.out | 4 +- .../hlsl.gatherRGBA.array.dx10.frag.out | 859 ++++--- .../hlsl.gatherRGBA.basic.dx10.frag.out | 895 ++++--- .../hlsl.gatherRGBA.offset.dx10.frag.out | 1732 +++++++++----- .../hlsl.gatherRGBA.offsetarray.dx10.frag.out | 1696 ++++++++----- .../hlsl.getdimensions.dx10.frag.out | 4 +- .../hlsl.getdimensions.dx10.vert.out | 4 +- .../hlsl.getsampleposition.dx10.frag.out | 4 +- Test/baseResults/hlsl.if.frag.out | 4 +- Test/baseResults/hlsl.init.frag.out | 4 +- Test/baseResults/hlsl.init2.frag.out | 12 +- Test/baseResults/hlsl.inoutquals.frag.out | 12 +- .../hlsl.intrinsics.barriers.comp.out | 4 +- Test/baseResults/hlsl.intrinsics.comp.out | 20 +- .../hlsl.intrinsics.double.frag.out | 4 +- .../hlsl.intrinsics.evalfns.frag.out | 4 +- .../hlsl.intrinsics.f1632.frag.out | 20 +- Test/baseResults/hlsl.intrinsics.frag.out | 52 +- Test/baseResults/hlsl.intrinsics.lit.frag.out | 4 +- .../hlsl.intrinsics.negative.comp.out | 20 +- .../hlsl.intrinsics.negative.frag.out | 32 +- .../hlsl.intrinsics.negative.vert.out | 32 +- Test/baseResults/hlsl.intrinsics.vert.out | 48 +- Test/baseResults/hlsl.layout.frag.out | 4 +- Test/baseResults/hlsl.load.2dms.dx10.frag.out | 489 ++-- .../baseResults/hlsl.load.array.dx10.frag.out | 536 +++-- .../baseResults/hlsl.load.basic.dx10.frag.out | 658 ++--- .../baseResults/hlsl.load.basic.dx10.vert.out | 635 +++-- .../hlsl.load.buffer.dx10.frag.out | 245 +- .../hlsl.load.offset.dx10.frag.out | 777 +++--- .../hlsl.load.offsetarray.dx10.frag.out | 621 +++-- Test/baseResults/hlsl.matType.frag.out | 89 +- Test/baseResults/hlsl.matrixindex.frag.out | 141 +- Test/baseResults/hlsl.max.frag.out | 4 +- Test/baseResults/hlsl.multiEntry.vert.out | 12 +- .../baseResults/hlsl.numericsuffixes.frag.out | 4 +- Test/baseResults/hlsl.overload.frag.out | 420 ++-- Test/baseResults/hlsl.pp.line.frag.out | 4 +- Test/baseResults/hlsl.precedence.frag.out | 4 +- Test/baseResults/hlsl.precedence2.frag.out | 4 +- Test/baseResults/hlsl.precise.frag.out | 8 +- Test/baseResults/hlsl.promotions.frag.out | 2112 +++++++++++------ Test/baseResults/hlsl.reflection.vert.out | 89 +- .../hlsl.sample.array.dx10.frag.out | 4 +- .../hlsl.sample.basic.dx10.frag.out | 4 +- .../hlsl.sample.offset.dx10.frag.out | 4 +- .../hlsl.sample.offsetarray.dx10.frag.out | 4 +- .../hlsl.samplebias.array.dx10.frag.out | 4 +- .../hlsl.samplebias.basic.dx10.frag.out | 4 +- .../hlsl.samplebias.offset.dx10.frag.out | 4 +- .../hlsl.samplebias.offsetarray.dx10.frag.out | 4 +- .../hlsl.samplecmp.array.dx10.frag.out | 4 +- .../hlsl.samplecmp.basic.dx10.frag.out | 4 +- .../hlsl.samplecmp.offset.dx10.frag.out | 4 +- .../hlsl.samplecmp.offsetarray.dx10.frag.out | 4 +- ...lsl.samplecmplevelzero.array.dx10.frag.out | 4 +- ...lsl.samplecmplevelzero.basic.dx10.frag.out | 4 +- ...sl.samplecmplevelzero.offset.dx10.frag.out | 4 +- ...mplecmplevelzero.offsetarray.dx10.frag.out | 4 +- .../hlsl.samplegrad.array.dx10.frag.out | 4 +- .../hlsl.samplegrad.basic.dx10.frag.out | 4 +- .../hlsl.samplegrad.basic.dx10.vert.out | 4 +- .../hlsl.samplegrad.offset.dx10.frag.out | 4 +- .../hlsl.samplegrad.offsetarray.dx10.frag.out | 4 +- .../hlsl.samplelevel.array.dx10.frag.out | 4 +- .../hlsl.samplelevel.basic.dx10.frag.out | 4 +- .../hlsl.samplelevel.basic.dx10.vert.out | 4 +- .../hlsl.samplelevel.offset.dx10.frag.out | 4 +- ...hlsl.samplelevel.offsetarray.dx10.frag.out | 4 +- Test/baseResults/hlsl.scope.frag.out | 4 +- Test/baseResults/hlsl.semicolons.frag.out | 12 +- Test/baseResults/hlsl.shapeConv.frag.out | 4 +- Test/baseResults/hlsl.sin.frag.out | 4 +- Test/baseResults/hlsl.string.frag.out | 4 +- Test/baseResults/hlsl.stringtoken.frag.out | 21 +- Test/baseResults/hlsl.struct.frag.out | 194 +- Test/baseResults/hlsl.structin.vert.out | 4 +- Test/baseResults/hlsl.switch.frag.out | 4 +- Test/baseResults/hlsl.swizzle.frag.out | 4 +- Test/baseResults/hlsl.templatetypes.frag.out | 4 +- Test/baseResults/hlsl.typedef.frag.out | 8 +- Test/baseResults/hlsl.void.frag.out | 20 +- Test/baseResults/hlsl.whileLoop.frag.out | 4 +- .../spv.register.autoassign.frag.out | 171 +- .../spv.register.noautoassign.frag.out | 170 +- Test/hlsl.array.flatten.frag | 2 +- Test/hlsl.float1.frag | 4 +- Test/hlsl.float4.frag | 6 +- Test/hlsl.init.frag | 20 +- Test/hlsl.intrinsics.comp | 2 +- Test/hlsl.intrinsics.frag | 2 +- Test/hlsl.intrinsics.negative.vert | 24 +- Test/hlsl.precise.frag | 2 +- Test/hlsl.struct.frag | 4 +- Test/hlsl.swizzle.frag | 2 +- glslang/Include/revision.h | 2 +- 119 files changed, 8321 insertions(+), 5503 deletions(-) diff --git a/Test/baseResults/hlsl.array.flatten.frag.out b/Test/baseResults/hlsl.array.flatten.frag.out index eedd698fa..e7487598a 100644 --- a/Test/baseResults/hlsl.array.flatten.frag.out +++ b/Test/baseResults/hlsl.array.flatten.frag.out @@ -2,7 +2,7 @@ hlsl.array.flatten.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:17 Function Definition: TestFn1( (global 4-component vector of float) +0:17 Function Definition: TestFn1( (temp 4-component vector of float) 0:17 Function Parameters: 0:? Sequence 0:18 Branch: Return with expression @@ -12,7 +12,7 @@ gl_FragCoord origin is upper left 0:? 'g_samp[1]' (uniform sampler) 0:18 Constant: 0:18 0.200000 -0:22 Function Definition: TestFn2(t11[3];p1[3]; (global 4-component vector of float) +0:22 Function Definition: TestFn2(t11[3];p1[3]; (temp 4-component vector of float) 0:22 Function Parameters: 0:22 'l_tex' (in 3-element array of texture1D) 0:22 'l_samp' (in 3-element array of sampler) @@ -39,7 +39,7 @@ gl_FragCoord origin is upper left 0:26 3 (const int) 0:26 4 (const int) 0:26 5 (const int) -0:31 Function Definition: main(struct-PS_OUTPUT-vf41; (global void) +0:31 Function Definition: main(struct-PS_OUTPUT-vf41; (temp void) 0:31 Function Parameters: 0:31 'ps_output' (out structure{temp 4-component vector of float color}) 0:? Sequence @@ -84,36 +84,17 @@ gl_FragCoord origin is upper left 0:34 2 (const int) 0:? 'g_tex[2]' (uniform texture1D) 0:35 Sequence -0:? Sequence -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'local_float_array' (temp 4-element array of float) -0:35 Constant: -0:35 0 (const int) -0:? 'g_floats[0]' (uniform float) -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'local_float_array' (temp 4-element array of float) -0:35 Constant: -0:35 1 (const int) -0:? 'g_floats[1]' (uniform float) -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'local_float_array' (temp 4-element array of float) -0:35 Constant: -0:35 2 (const int) -0:? 'g_floats[2]' (uniform float) -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'local_float_array' (temp 4-element array of float) -0:35 Constant: -0:35 3 (const int) -0:? 'g_floats[3]' (uniform float) +0:35 move second child to first child (temp 4-element array of float) +0:35 'local_float_array' (temp 4-element array of float) +0:35 g_floats: direct index for structure (layout(offset=384 ) uniform 4-element array of float) +0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 3X3 matrix of float g_mats, layout(binding=10 offset=192 ) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout(offset=384 ) uniform 4-element array of float g_floats}) +0:35 Constant: +0:35 2 (const uint) 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 add (temp 4-component vector of float) -0:37 Function Call: TestFn1( (global 4-component vector of float) -0:37 Function Call: TestFn2(t11[3];p1[3]; (global 4-component vector of float) +0:37 Function Call: TestFn1( (temp 4-component vector of float) +0:37 Function Call: TestFn2(t11[3];p1[3]; (temp 4-component vector of float) 0:? Comma (temp 3-element array of texture1D) 0:? Sequence 0:? move second child to first child (temp texture1D) @@ -169,18 +150,7 @@ gl_FragCoord origin is upper left 0:? 'g_samp_explicit[0]' (layout(binding=5 ) uniform sampler) 0:? 'g_samp_explicit[1]' (layout(binding=6 ) uniform sampler) 0:? 'g_samp_explicit[2]' (layout(binding=7 ) uniform sampler) -0:? 'g_mats[0]' (uniform 3X3 matrix of float) -0:? 'g_mats[1]' (uniform 3X3 matrix of float) -0:? 'g_mats[2]' (uniform 3X3 matrix of float) -0:? 'g_mats[3]' (uniform 3X3 matrix of float) -0:? 'g_mats_explicit[0]' (layout(binding=10 ) uniform 3X3 matrix of float) -0:? 'g_mats_explicit[1]' (layout(binding=11 ) uniform 3X3 matrix of float) -0:? 'g_mats_explicit[2]' (layout(binding=12 ) uniform 3X3 matrix of float) -0:? 'g_mats_explicit[3]' (layout(binding=13 ) uniform 3X3 matrix of float) -0:? 'g_floats[0]' (uniform float) -0:? 'g_floats[1]' (uniform float) -0:? 'g_floats[2]' (uniform float) -0:? 'g_floats[3]' (uniform float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 3X3 matrix of float g_mats, layout(binding=10 offset=192 ) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout(offset=384 ) uniform 4-element array of float g_floats}) 0:? 'not_flattened_a' (global 5-element array of int) 0:? 'color' (layout(location=0 ) out 4-component vector of float) @@ -191,7 +161,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:17 Function Definition: TestFn1( (global 4-component vector of float) +0:17 Function Definition: TestFn1( (temp 4-component vector of float) 0:17 Function Parameters: 0:? Sequence 0:18 Branch: Return with expression @@ -201,7 +171,7 @@ gl_FragCoord origin is upper left 0:? 'g_samp[1]' (uniform sampler) 0:18 Constant: 0:18 0.200000 -0:22 Function Definition: TestFn2(t11[3];p1[3]; (global 4-component vector of float) +0:22 Function Definition: TestFn2(t11[3];p1[3]; (temp 4-component vector of float) 0:22 Function Parameters: 0:22 'l_tex' (in 3-element array of texture1D) 0:22 'l_samp' (in 3-element array of sampler) @@ -228,7 +198,7 @@ gl_FragCoord origin is upper left 0:26 3 (const int) 0:26 4 (const int) 0:26 5 (const int) -0:31 Function Definition: main(struct-PS_OUTPUT-vf41; (global void) +0:31 Function Definition: main(struct-PS_OUTPUT-vf41; (temp void) 0:31 Function Parameters: 0:31 'ps_output' (out structure{temp 4-component vector of float color}) 0:? Sequence @@ -273,36 +243,17 @@ gl_FragCoord origin is upper left 0:34 2 (const int) 0:? 'g_tex[2]' (uniform texture1D) 0:35 Sequence -0:? Sequence -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'local_float_array' (temp 4-element array of float) -0:35 Constant: -0:35 0 (const int) -0:? 'g_floats[0]' (uniform float) -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'local_float_array' (temp 4-element array of float) -0:35 Constant: -0:35 1 (const int) -0:? 'g_floats[1]' (uniform float) -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'local_float_array' (temp 4-element array of float) -0:35 Constant: -0:35 2 (const int) -0:? 'g_floats[2]' (uniform float) -0:35 move second child to first child (temp float) -0:35 direct index (temp float) -0:35 'local_float_array' (temp 4-element array of float) -0:35 Constant: -0:35 3 (const int) -0:? 'g_floats[3]' (uniform float) +0:35 move second child to first child (temp 4-element array of float) +0:35 'local_float_array' (temp 4-element array of float) +0:35 g_floats: direct index for structure (layout(offset=384 ) uniform 4-element array of float) +0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 3X3 matrix of float g_mats, layout(binding=10 offset=192 ) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout(offset=384 ) uniform 4-element array of float g_floats}) +0:35 Constant: +0:35 2 (const uint) 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 add (temp 4-component vector of float) -0:37 Function Call: TestFn1( (global 4-component vector of float) -0:37 Function Call: TestFn2(t11[3];p1[3]; (global 4-component vector of float) +0:37 Function Call: TestFn1( (temp 4-component vector of float) +0:37 Function Call: TestFn2(t11[3];p1[3]; (temp 4-component vector of float) 0:? Comma (temp 3-element array of texture1D) 0:? Sequence 0:? move second child to first child (temp texture1D) @@ -358,30 +309,19 @@ gl_FragCoord origin is upper left 0:? 'g_samp_explicit[0]' (layout(binding=5 ) uniform sampler) 0:? 'g_samp_explicit[1]' (layout(binding=6 ) uniform sampler) 0:? 'g_samp_explicit[2]' (layout(binding=7 ) uniform sampler) -0:? 'g_mats[0]' (uniform 3X3 matrix of float) -0:? 'g_mats[1]' (uniform 3X3 matrix of float) -0:? 'g_mats[2]' (uniform 3X3 matrix of float) -0:? 'g_mats[3]' (uniform 3X3 matrix of float) -0:? 'g_mats_explicit[0]' (layout(binding=10 ) uniform 3X3 matrix of float) -0:? 'g_mats_explicit[1]' (layout(binding=11 ) uniform 3X3 matrix of float) -0:? 'g_mats_explicit[2]' (layout(binding=12 ) uniform 3X3 matrix of float) -0:? 'g_mats_explicit[3]' (layout(binding=13 ) uniform 3X3 matrix of float) -0:? 'g_floats[0]' (uniform float) -0:? 'g_floats[1]' (uniform float) -0:? 'g_floats[2]' (uniform float) -0:? 'g_floats[3]' (uniform float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 3X3 matrix of float g_mats, layout(binding=10 offset=192 ) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout(offset=384 ) uniform 4-element array of float g_floats}) 0:? 'not_flattened_a' (global 5-element array of int) 0:? 'color' (layout(location=0 ) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 128 +// Id's are bound by 123 Capability Shader Capability Sampled1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 93 + EntryPoint Fragment 4 "main" 99 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "TestFn1(" @@ -398,50 +338,51 @@ gl_FragCoord origin is upper left Name 66 "g_tex[0]" Name 71 "g_tex[2]" Name 77 "local_float_array" - Name 79 "g_floats[0]" - Name 83 "g_floats[1]" - Name 86 "g_floats[2]" - Name 89 "g_floats[3]" - Name 93 "color" - Name 95 "aggShadow" - Name 102 "aggShadow" - Name 111 "g_tex_explicit[0]" - Name 112 "g_tex_explicit[1]" - Name 113 "g_tex_explicit[2]" - Name 114 "g_samp_explicit[0]" - Name 115 "g_samp_explicit[1]" - Name 116 "g_samp_explicit[2]" - Name 120 "g_mats[0]" - Name 121 "g_mats[1]" - Name 122 "g_mats[2]" - Name 123 "g_mats[3]" - Name 124 "g_mats_explicit[0]" - Name 125 "g_mats_explicit[1]" - Name 126 "g_mats_explicit[2]" - Name 127 "g_mats_explicit[3]" + Name 83 "$Global" + MemberName 83($Global) 0 "g_mats" + MemberName 83($Global) 1 "g_mats_explicit" + MemberName 83($Global) 2 "g_floats" + Name 85 "" + Name 99 "color" + Name 101 "aggShadow" + Name 108 "aggShadow" + Name 117 "g_tex_explicit[0]" + Name 118 "g_tex_explicit[1]" + Name 119 "g_tex_explicit[2]" + Name 120 "g_samp_explicit[0]" + Name 121 "g_samp_explicit[1]" + Name 122 "g_samp_explicit[2]" Decorate 36(g_tex[1]) DescriptorSet 0 Decorate 39(g_samp[1]) DescriptorSet 0 Decorate 57(g_samp[0]) DescriptorSet 0 Decorate 62(g_samp[2]) DescriptorSet 0 Decorate 66(g_tex[0]) DescriptorSet 0 Decorate 71(g_tex[2]) DescriptorSet 0 - Decorate 93(color) Location 0 - Decorate 111(g_tex_explicit[0]) DescriptorSet 0 - Decorate 111(g_tex_explicit[0]) Binding 1 - Decorate 112(g_tex_explicit[1]) DescriptorSet 0 - Decorate 112(g_tex_explicit[1]) Binding 2 - Decorate 113(g_tex_explicit[2]) DescriptorSet 0 - Decorate 113(g_tex_explicit[2]) Binding 3 - Decorate 114(g_samp_explicit[0]) DescriptorSet 0 - Decorate 114(g_samp_explicit[0]) Binding 5 - Decorate 115(g_samp_explicit[1]) DescriptorSet 0 - Decorate 115(g_samp_explicit[1]) Binding 6 - Decorate 116(g_samp_explicit[2]) DescriptorSet 0 - Decorate 116(g_samp_explicit[2]) Binding 7 - Decorate 124(g_mats_explicit[0]) Binding 10 - Decorate 125(g_mats_explicit[1]) Binding 11 - Decorate 126(g_mats_explicit[2]) Binding 12 - Decorate 127(g_mats_explicit[3]) Binding 13 + Decorate 80 ArrayStride 48 + Decorate 81 ArrayStride 48 + Decorate 82 ArrayStride 16 + MemberDecorate 83($Global) 0 RowMajor + MemberDecorate 83($Global) 0 Offset 0 + MemberDecorate 83($Global) 0 MatrixStride 16 + MemberDecorate 83($Global) 1 RowMajor + MemberDecorate 83($Global) 1 Offset 192 + MemberDecorate 83($Global) 1 MatrixStride 16 + MemberDecorate 83($Global) 2 Offset 384 + Decorate 83($Global) Block + Decorate 85 DescriptorSet 0 + Decorate 99(color) Location 0 + Decorate 117(g_tex_explicit[0]) DescriptorSet 0 + Decorate 117(g_tex_explicit[0]) Binding 1 + Decorate 118(g_tex_explicit[1]) DescriptorSet 0 + Decorate 118(g_tex_explicit[1]) Binding 2 + Decorate 119(g_tex_explicit[2]) DescriptorSet 0 + Decorate 119(g_tex_explicit[2]) Binding 3 + Decorate 120(g_samp_explicit[0]) DescriptorSet 0 + Decorate 120(g_samp_explicit[0]) Binding 5 + Decorate 121(g_samp_explicit[1]) DescriptorSet 0 + Decorate 121(g_samp_explicit[1]) Binding 6 + Decorate 122(g_samp_explicit[2]) DescriptorSet 0 + Decorate 122(g_samp_explicit[2]) Binding 7 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -483,33 +424,26 @@ gl_FragCoord origin is upper left 74: 12(int) Constant 4 75: TypeArray 6(float) 74 76: TypePointer Function 75 - 78: TypePointer UniformConstant 6(float) - 79(g_floats[0]): 78(ptr) Variable UniformConstant - 81: TypePointer Function 6(float) - 83(g_floats[1]): 78(ptr) Variable UniformConstant - 86(g_floats[2]): 78(ptr) Variable UniformConstant - 89(g_floats[3]): 78(ptr) Variable UniformConstant - 92: TypePointer Output 7(fvec4) - 93(color): 92(ptr) Variable Output - 95(aggShadow): 15(ptr) Variable UniformConstant - 102(aggShadow): 18(ptr) Variable UniformConstant -111(g_tex_explicit[0]): 35(ptr) Variable UniformConstant -112(g_tex_explicit[1]): 35(ptr) Variable UniformConstant -113(g_tex_explicit[2]): 35(ptr) Variable UniformConstant -114(g_samp_explicit[0]): 38(ptr) Variable UniformConstant -115(g_samp_explicit[1]): 38(ptr) Variable UniformConstant -116(g_samp_explicit[2]): 38(ptr) Variable UniformConstant - 117: TypeVector 6(float) 3 - 118: TypeMatrix 117(fvec3) 3 - 119: TypePointer UniformConstant 118 - 120(g_mats[0]): 119(ptr) Variable UniformConstant - 121(g_mats[1]): 119(ptr) Variable UniformConstant - 122(g_mats[2]): 119(ptr) Variable UniformConstant - 123(g_mats[3]): 119(ptr) Variable UniformConstant -124(g_mats_explicit[0]): 119(ptr) Variable UniformConstant -125(g_mats_explicit[1]): 119(ptr) Variable UniformConstant -126(g_mats_explicit[2]): 119(ptr) Variable UniformConstant -127(g_mats_explicit[3]): 119(ptr) Variable UniformConstant + 78: TypeVector 6(float) 3 + 79: TypeMatrix 78(fvec3) 3 + 80: TypeArray 79 74 + 81: TypeArray 79 74 + 82: TypeArray 6(float) 74 + 83($Global): TypeStruct 80 81 82 + 84: TypePointer Uniform 83($Global) + 85: 84(ptr) Variable Uniform + 86: TypePointer Uniform 82 + 90: TypePointer Function 6(float) + 98: TypePointer Output 7(fvec4) + 99(color): 98(ptr) Variable Output + 101(aggShadow): 15(ptr) Variable UniformConstant + 108(aggShadow): 18(ptr) Variable UniformConstant +117(g_tex_explicit[0]): 35(ptr) Variable UniformConstant +118(g_tex_explicit[1]): 35(ptr) Variable UniformConstant +119(g_tex_explicit[2]): 35(ptr) Variable UniformConstant +120(g_samp_explicit[0]): 38(ptr) Variable UniformConstant +121(g_samp_explicit[1]): 38(ptr) Variable UniformConstant +122(g_samp_explicit[2]): 38(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 77(local_float_array): 76(ptr) Variable Function @@ -532,40 +466,42 @@ gl_FragCoord origin is upper left 72: 11 Load 71(g_tex[2]) 73: 35(ptr) AccessChain 65(local_texture_array) 30 Store 73 72 - 80: 6(float) Load 79(g_floats[0]) - 82: 81(ptr) AccessChain 77(local_float_array) 56 - Store 82 80 - 84: 6(float) Load 83(g_floats[1]) - 85: 81(ptr) AccessChain 77(local_float_array) 29 - Store 85 84 - 87: 6(float) Load 86(g_floats[2]) - 88: 81(ptr) AccessChain 77(local_float_array) 30 - Store 88 87 - 90: 6(float) Load 89(g_floats[3]) - 91: 81(ptr) AccessChain 77(local_float_array) 31 - Store 91 90 - 94: 7(fvec4) FunctionCall 9(TestFn1() - 96: 11 Load 66(g_tex[0]) - 97: 35(ptr) AccessChain 95(aggShadow) 56 + 87: 86(ptr) AccessChain 85 30 + 88: 82 Load 87 + 89: 6(float) CompositeExtract 88 0 + 91: 90(ptr) AccessChain 77(local_float_array) 56 + Store 91 89 + 92: 6(float) CompositeExtract 88 1 + 93: 90(ptr) AccessChain 77(local_float_array) 29 + Store 93 92 + 94: 6(float) CompositeExtract 88 2 + 95: 90(ptr) AccessChain 77(local_float_array) 30 + Store 95 94 + 96: 6(float) CompositeExtract 88 3 + 97: 90(ptr) AccessChain 77(local_float_array) 31 Store 97 96 - 98: 11 Load 36(g_tex[1]) - 99: 35(ptr) AccessChain 95(aggShadow) 29 - Store 99 98 - 100: 11 Load 71(g_tex[2]) - 101: 35(ptr) AccessChain 95(aggShadow) 30 - Store 101 100 - 103: 16 Load 57(g_samp[0]) - 104: 38(ptr) AccessChain 102(aggShadow) 56 - Store 104 103 - 105: 16 Load 39(g_samp[1]) - 106: 38(ptr) AccessChain 102(aggShadow) 29 - Store 106 105 - 107: 16 Load 62(g_samp[2]) - 108: 38(ptr) AccessChain 102(aggShadow) 30 - Store 108 107 - 109: 7(fvec4) FunctionCall 22(TestFn2(t11[3];p1[3];) 95(aggShadow) 102(aggShadow) - 110: 7(fvec4) FAdd 94 109 - Store 93(color) 110 + 100: 7(fvec4) FunctionCall 9(TestFn1() + 102: 11 Load 66(g_tex[0]) + 103: 35(ptr) AccessChain 101(aggShadow) 56 + Store 103 102 + 104: 11 Load 36(g_tex[1]) + 105: 35(ptr) AccessChain 101(aggShadow) 29 + Store 105 104 + 106: 11 Load 71(g_tex[2]) + 107: 35(ptr) AccessChain 101(aggShadow) 30 + Store 107 106 + 109: 16 Load 57(g_samp[0]) + 110: 38(ptr) AccessChain 108(aggShadow) 56 + Store 110 109 + 111: 16 Load 39(g_samp[1]) + 112: 38(ptr) AccessChain 108(aggShadow) 29 + Store 112 111 + 113: 16 Load 62(g_samp[2]) + 114: 38(ptr) AccessChain 108(aggShadow) 30 + Store 114 113 + 115: 7(fvec4) FunctionCall 22(TestFn2(t11[3];p1[3];) 101(aggShadow) 108(aggShadow) + 116: 7(fvec4) FAdd 100 115 + Store 99(color) 116 Return FunctionEnd 9(TestFn1(): 7(fvec4) Function None 8 diff --git a/Test/baseResults/hlsl.array.frag.out b/Test/baseResults/hlsl.array.frag.out index 359f62f82..00aedb3d8 100755 --- a/Test/baseResults/hlsl.array.frag.out +++ b/Test/baseResults/hlsl.array.frag.out @@ -2,7 +2,7 @@ hlsl.array.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float) +0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float) 0:8 Function Parameters: 0:8 'i' (layout(location=0 ) in int) 0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) @@ -16,12 +16,18 @@ gl_FragCoord origin is upper left 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) -0:10 direct index (temp 4-component vector of float) -0:10 'a' (global 4-element array of 4-component vector of float) +0:10 direct index (layout(offset=0 ) temp 4-component vector of float) +0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float) +0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) +0:10 Constant: +0:10 0 (const uint) 0:10 Constant: 0:10 1 (const int) -0:10 indirect index (temp 4-component vector of float) -0:10 'a' (global 4-element array of 4-component vector of float) +0:10 indirect index (layout(offset=0 ) temp 4-component vector of float) +0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float) +0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) +0:10 Constant: +0:10 0 (const uint) 0:10 'i' (layout(location=0 ) in int) 0:10 direct index (layout(location=1 ) temp 4-component vector of float) 0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) @@ -39,17 +45,19 @@ gl_FragCoord origin is upper left 0:10 'i' (layout(location=0 ) in int) 0:10 indirect index (temp 4-component vector of float) 0:10 m: direct index for structure (temp 7-element array of 4-component vector of float) -0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m}) -0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m}) +0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m}) +0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m}) +0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) +0:10 Constant: +0:10 1 (const uint) 0:10 'i' (layout(location=0 ) in int) 0:10 Constant: 0:10 0 (const int) 0:10 'i' (layout(location=0 ) in int) 0:10 Branch: Return 0:? Linker Objects -0:? 'a' (global 4-element array of 4-component vector of float) -0:? 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m}) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) 0:? 'i' (layout(location=0 ) in int) 0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) @@ -60,7 +68,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float) +0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float) 0:8 Function Parameters: 0:8 'i' (layout(location=0 ) in int) 0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) @@ -74,12 +82,18 @@ gl_FragCoord origin is upper left 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) -0:10 direct index (temp 4-component vector of float) -0:10 'a' (global 4-element array of 4-component vector of float) +0:10 direct index (layout(offset=0 ) temp 4-component vector of float) +0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float) +0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) +0:10 Constant: +0:10 0 (const uint) 0:10 Constant: 0:10 1 (const int) -0:10 indirect index (temp 4-component vector of float) -0:10 'a' (global 4-element array of 4-component vector of float) +0:10 indirect index (layout(offset=0 ) temp 4-component vector of float) +0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float) +0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) +0:10 Constant: +0:10 0 (const uint) 0:10 'i' (layout(location=0 ) in int) 0:10 direct index (layout(location=1 ) temp 4-component vector of float) 0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) @@ -97,41 +111,53 @@ gl_FragCoord origin is upper left 0:10 'i' (layout(location=0 ) in int) 0:10 indirect index (temp 4-component vector of float) 0:10 m: direct index for structure (temp 7-element array of 4-component vector of float) -0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m}) -0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m}) +0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m}) +0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m}) +0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) +0:10 Constant: +0:10 1 (const uint) 0:10 'i' (layout(location=0 ) in int) 0:10 Constant: 0:10 0 (const int) 0:10 'i' (layout(location=0 ) in int) 0:10 Branch: Return 0:? Linker Objects -0:? 'a' (global 4-element array of 4-component vector of float) -0:? 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m}) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) 0:? 'i' (layout(location=0 ) in int) 0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 66 +// Id's are bound by 65 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "PixelShaderFunction" 9 21 29 + EntryPoint Fragment 4 "PixelShaderFunction" 9 28 36 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 9 "@entryPointOutput" - Name 14 "a" - Name 21 "i" - Name 29 "input" - Name 42 "b" - Name 54 "" - MemberName 54 0 "m" - Name 58 "s" + Name 15 "" + MemberName 15 0 "m" + Name 18 "$Global" + MemberName 18($Global) 0 "a" + MemberName 18($Global) 1 "s" + Name 20 "" + Name 28 "i" + Name 36 "input" + Name 49 "b" Decorate 9(@entryPointOutput) Location 0 - Decorate 21(i) Location 0 - Decorate 29(input) Location 1 + Decorate 12 ArrayStride 16 + Decorate 14 ArrayStride 16 + MemberDecorate 15 0 Offset 0 + Decorate 17 ArrayStride 112 + MemberDecorate 18($Global) 0 Offset 0 + MemberDecorate 18($Global) 1 Offset 64 + Decorate 18($Global) Block + Decorate 20 DescriptorSet 0 + Decorate 28(i) Location 0 + Decorate 36(input) Location 1 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -141,60 +167,59 @@ gl_FragCoord origin is upper left 10: TypeInt 32 0 11: 10(int) Constant 4 12: TypeArray 7(fvec4) 11 - 13: TypePointer Private 12 - 14(a): 13(ptr) Variable Private - 15: TypeInt 32 1 - 16: 15(int) Constant 1 - 17: TypePointer Private 7(fvec4) - 20: TypePointer Input 15(int) - 21(i): 20(ptr) Variable Input - 26: 10(int) Constant 3 - 27: TypeArray 7(fvec4) 26 - 28: TypePointer Input 27 - 29(input): 28(ptr) Variable Input - 30: 15(int) Constant 2 - 31: TypePointer Input 7(fvec4) - 39: 10(int) Constant 10 - 40: TypeArray 7(fvec4) 39 - 41: TypePointer Function 40 - 43: 15(int) Constant 5 - 44: TypePointer Function 7(fvec4) - 52: 10(int) Constant 7 - 53: TypeArray 7(fvec4) 52 - 54: TypeStruct 53 - 55: 10(int) Constant 11 - 56: TypeArray 54(struct) 55 - 57: TypePointer Private 56 - 58(s): 57(ptr) Variable Private - 60: 15(int) Constant 0 + 13: 10(int) Constant 7 + 14: TypeArray 7(fvec4) 13 + 15: TypeStruct 14 + 16: 10(int) Constant 11 + 17: TypeArray 15(struct) 16 + 18($Global): TypeStruct 12 17 + 19: TypePointer Uniform 18($Global) + 20: 19(ptr) Variable Uniform + 21: TypeInt 32 1 + 22: 21(int) Constant 0 + 23: 21(int) Constant 1 + 24: TypePointer Uniform 7(fvec4) + 27: TypePointer Input 21(int) + 28(i): 27(ptr) Variable Input + 33: 10(int) Constant 3 + 34: TypeArray 7(fvec4) 33 + 35: TypePointer Input 34 + 36(input): 35(ptr) Variable Input + 37: 21(int) Constant 2 + 38: TypePointer Input 7(fvec4) + 46: 10(int) Constant 10 + 47: TypeArray 7(fvec4) 46 + 48: TypePointer Function 47 + 50: 21(int) Constant 5 + 51: TypePointer Function 7(fvec4) 4(PixelShaderFunction): 2 Function None 3 5: Label - 42(b): 41(ptr) Variable Function - 18: 17(ptr) AccessChain 14(a) 16 - 19: 7(fvec4) Load 18 - 22: 15(int) Load 21(i) - 23: 17(ptr) AccessChain 14(a) 22 - 24: 7(fvec4) Load 23 - 25: 7(fvec4) FAdd 19 24 - 32: 31(ptr) AccessChain 29(input) 30 - 33: 7(fvec4) Load 32 - 34: 7(fvec4) FAdd 25 33 - 35: 15(int) Load 21(i) - 36: 31(ptr) AccessChain 29(input) 35 - 37: 7(fvec4) Load 36 - 38: 7(fvec4) FAdd 34 37 - 45: 44(ptr) AccessChain 42(b) 43 - 46: 7(fvec4) Load 45 - 47: 7(fvec4) FAdd 38 46 - 48: 15(int) Load 21(i) - 49: 44(ptr) AccessChain 42(b) 48 - 50: 7(fvec4) Load 49 - 51: 7(fvec4) FAdd 47 50 - 59: 15(int) Load 21(i) - 61: 15(int) Load 21(i) - 62: 17(ptr) AccessChain 58(s) 59 60 61 - 63: 7(fvec4) Load 62 - 64: 7(fvec4) FAdd 51 63 - Store 9(@entryPointOutput) 64 + 49(b): 48(ptr) Variable Function + 25: 24(ptr) AccessChain 20 22 23 + 26: 7(fvec4) Load 25 + 29: 21(int) Load 28(i) + 30: 24(ptr) AccessChain 20 22 29 + 31: 7(fvec4) Load 30 + 32: 7(fvec4) FAdd 26 31 + 39: 38(ptr) AccessChain 36(input) 37 + 40: 7(fvec4) Load 39 + 41: 7(fvec4) FAdd 32 40 + 42: 21(int) Load 28(i) + 43: 38(ptr) AccessChain 36(input) 42 + 44: 7(fvec4) Load 43 + 45: 7(fvec4) FAdd 41 44 + 52: 51(ptr) AccessChain 49(b) 50 + 53: 7(fvec4) Load 52 + 54: 7(fvec4) FAdd 45 53 + 55: 21(int) Load 28(i) + 56: 51(ptr) AccessChain 49(b) 55 + 57: 7(fvec4) Load 56 + 58: 7(fvec4) FAdd 54 57 + 59: 21(int) Load 28(i) + 60: 21(int) Load 28(i) + 61: 24(ptr) AccessChain 20 23 59 22 60 + 62: 7(fvec4) Load 61 + 63: 7(fvec4) FAdd 58 62 + Store 9(@entryPointOutput) 63 Return FunctionEnd diff --git a/Test/baseResults/hlsl.assoc.frag.out b/Test/baseResults/hlsl.assoc.frag.out index d54d46743..bcd160369 100755 --- a/Test/baseResults/hlsl.assoc.frag.out +++ b/Test/baseResults/hlsl.assoc.frag.out @@ -2,7 +2,7 @@ hlsl.assoc.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float) +0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float) 0:8 Function Parameters: 0:8 'a1' (layout(location=0 ) in 4-component vector of float) 0:8 'a2' (layout(location=1 ) in 4-component vector of float) @@ -47,7 +47,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float) +0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float) 0:8 Function Parameters: 0:8 'a1' (layout(location=0 ) in 4-component vector of float) 0:8 'a2' (layout(location=1 ) in 4-component vector of float) diff --git a/Test/baseResults/hlsl.attribute.frag.out b/Test/baseResults/hlsl.attribute.frag.out index 38421a88a..a3ce657da 100755 --- a/Test/baseResults/hlsl.attribute.frag.out +++ b/Test/baseResults/hlsl.attribute.frag.out @@ -2,7 +2,7 @@ hlsl.attribute.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global void) +0:2 Function Definition: PixelShaderFunction(vf4; (temp void) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -21,7 +21,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global void) +0:2 Function Definition: PixelShaderFunction(vf4; (temp void) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.buffer.frag.out b/Test/baseResults/hlsl.buffer.frag.out index 6d7b61051..97ea9a5bf 100755 --- a/Test/baseResults/hlsl.buffer.frag.out +++ b/Test/baseResults/hlsl.buffer.frag.out @@ -2,7 +2,7 @@ hlsl.buffer.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:30 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:30 Function Parameters: 0:30 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -46,7 +46,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:30 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:30 Function Parameters: 0:30 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.calculatelod.dx10.frag.out b/Test/baseResults/hlsl.calculatelod.dx10.frag.out index 68eee1a0b..30af59202 100644 --- a/Test/baseResults/hlsl.calculatelod.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelod.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.calculatelod.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -176,7 +176,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 diff --git a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out index 9370e14a8..92d84f923 100644 --- a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out @@ -14,7 +14,7 @@ ERROR: 9 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -188,7 +188,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 diff --git a/Test/baseResults/hlsl.cast.frag.out b/Test/baseResults/hlsl.cast.frag.out index 3bef95f0d..bf7183f27 100755 --- a/Test/baseResults/hlsl.cast.frag.out +++ b/Test/baseResults/hlsl.cast.frag.out @@ -2,7 +2,7 @@ hlsl.cast.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -33,7 +33,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.conditional.frag.out b/Test/baseResults/hlsl.conditional.frag.out index f6c00fe6f..32edbda72 100755 --- a/Test/baseResults/hlsl.conditional.frag.out +++ b/Test/baseResults/hlsl.conditional.frag.out @@ -2,7 +2,7 @@ hlsl.conditional.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -119,7 +119,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.constructexpr.frag.out b/Test/baseResults/hlsl.constructexpr.frag.out index 956e1bb03..1595a08d8 100644 --- a/Test/baseResults/hlsl.constructexpr.frag.out +++ b/Test/baseResults/hlsl.constructexpr.frag.out @@ -2,7 +2,7 @@ hlsl.constructexpr.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:4 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:4 Function Parameters: 0:? Sequence 0:6 Constant: @@ -53,7 +53,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:4 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:4 Function Parameters: 0:? Sequence 0:6 Constant: diff --git a/Test/baseResults/hlsl.depthGreater.frag.out b/Test/baseResults/hlsl.depthGreater.frag.out index 6a44a2f98..0b5324602 100755 --- a/Test/baseResults/hlsl.depthGreater.frag.out +++ b/Test/baseResults/hlsl.depthGreater.frag.out @@ -3,7 +3,7 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_greater 0:? Sequence -0:2 Function Definition: PixelShaderFunction(f1; (global void) +0:2 Function Definition: PixelShaderFunction(f1; (temp void) 0:2 Function Parameters: 0:2 'depth' (out float FragDepth) 0:? Sequence @@ -22,7 +22,7 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_greater 0:? Sequence -0:2 Function Definition: PixelShaderFunction(f1; (global void) +0:2 Function Definition: PixelShaderFunction(f1; (temp void) 0:2 Function Parameters: 0:2 'depth' (out float FragDepth) 0:? Sequence diff --git a/Test/baseResults/hlsl.depthLess.frag.out b/Test/baseResults/hlsl.depthLess.frag.out index b1307ce24..ec664e106 100755 --- a/Test/baseResults/hlsl.depthLess.frag.out +++ b/Test/baseResults/hlsl.depthLess.frag.out @@ -3,7 +3,7 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_less 0:? Sequence -0:2 Function Definition: PixelShaderFunction( (global float FragDepth) +0:2 Function Definition: PixelShaderFunction( (temp float FragDepth) 0:2 Function Parameters: 0:? Sequence 0:3 Sequence @@ -23,7 +23,7 @@ Shader version: 450 gl_FragCoord origin is upper left using depth_less 0:? Sequence -0:2 Function Definition: PixelShaderFunction( (global float FragDepth) +0:2 Function Definition: PixelShaderFunction( (temp float FragDepth) 0:2 Function Parameters: 0:? Sequence 0:3 Sequence diff --git a/Test/baseResults/hlsl.discard.frag.out b/Test/baseResults/hlsl.discard.frag.out index 9601c7d13..9b4f2c72e 100755 --- a/Test/baseResults/hlsl.discard.frag.out +++ b/Test/baseResults/hlsl.discard.frag.out @@ -2,7 +2,7 @@ hlsl.discard.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo(f1; (global void) +0:2 Function Definition: foo(f1; (temp void) 0:2 Function Parameters: 0:2 'f' (in float) 0:? Sequence @@ -14,11 +14,11 @@ gl_FragCoord origin is upper left 0:3 1.000000 0:3 true case 0:4 Branch: Kill -0:8 Function Definition: PixelShaderFunction(vf4; (global void) +0:8 Function Definition: PixelShaderFunction(vf4; (temp void) 0:8 Function Parameters: 0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence -0:9 Function Call: foo(f1; (global void) +0:9 Function Call: foo(f1; (temp void) 0:9 direct index (temp float) 0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:9 Constant: @@ -49,7 +49,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo(f1; (global void) +0:2 Function Definition: foo(f1; (temp void) 0:2 Function Parameters: 0:2 'f' (in float) 0:? Sequence @@ -61,11 +61,11 @@ gl_FragCoord origin is upper left 0:3 1.000000 0:3 true case 0:4 Branch: Kill -0:8 Function Definition: PixelShaderFunction(vf4; (global void) +0:8 Function Definition: PixelShaderFunction(vf4; (temp void) 0:8 Function Parameters: 0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence -0:9 Function Call: foo(f1; (global void) +0:9 Function Call: foo(f1; (temp void) 0:9 direct index (temp float) 0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:9 Constant: diff --git a/Test/baseResults/hlsl.doLoop.frag.out b/Test/baseResults/hlsl.doLoop.frag.out index 019f43d71..2d5a8fbf0 100755 --- a/Test/baseResults/hlsl.doLoop.frag.out +++ b/Test/baseResults/hlsl.doLoop.frag.out @@ -2,7 +2,7 @@ hlsl.doLoop.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -38,7 +38,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.entry-in.frag.out b/Test/baseResults/hlsl.entry-in.frag.out index 8572fa1c5..b2ab8cbe9 100755 --- a/Test/baseResults/hlsl.entry-in.frag.out +++ b/Test/baseResults/hlsl.entry-in.frag.out @@ -2,7 +2,7 @@ hlsl.entry-in.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (global float) +0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float) 0:8 Function Parameters: 0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence @@ -22,7 +22,7 @@ gl_FragCoord origin is upper left 0:9 1 (const int) 0:9 Constant: 0:9 0 (const int) -0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (global 4-component vector of float) +0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float) 0:13 Function Parameters: 0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence @@ -48,12 +48,12 @@ gl_FragCoord origin is upper left 0:16 Sequence 0:16 move second child to first child (temp float) 0:16 'ret1' (temp float) -0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float) +0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float) 0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:17 Sequence 0:17 move second child to first child (temp float) 0:17 'ret2' (temp float) -0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float) +0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float) 0:? Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence 0:? move second child to first child (temp 2-component vector of float) @@ -100,7 +100,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (global float) +0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float) 0:8 Function Parameters: 0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence @@ -120,7 +120,7 @@ gl_FragCoord origin is upper left 0:9 1 (const int) 0:9 Constant: 0:9 0 (const int) -0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (global 4-component vector of float) +0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float) 0:13 Function Parameters: 0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence @@ -146,12 +146,12 @@ gl_FragCoord origin is upper left 0:16 Sequence 0:16 move second child to first child (temp float) 0:16 'ret1' (temp float) -0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float) +0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float) 0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:17 Sequence 0:17 move second child to first child (temp float) 0:17 'ret2' (temp float) -0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float) +0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float) 0:? Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence 0:? move second child to first child (temp 2-component vector of float) diff --git a/Test/baseResults/hlsl.entry-out.frag.out b/Test/baseResults/hlsl.entry-out.frag.out index 81926dd1c..d15741f72 100755 --- a/Test/baseResults/hlsl.entry-out.frag.out +++ b/Test/baseResults/hlsl.entry-out.frag.out @@ -2,7 +2,7 @@ hlsl.entry-out.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (global 4-component vector of float) +0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float) 0:7 Function Parameters: 0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 'out1' (layout(location=1 ) out 4-component vector of float) @@ -72,7 +72,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (global 4-component vector of float) +0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float) 0:7 Function Parameters: 0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 'out1' (layout(location=1 ) out 4-component vector of float) diff --git a/Test/baseResults/hlsl.float1.frag.out b/Test/baseResults/hlsl.float1.frag.out index 313be0b54..83a243fcd 100755 --- a/Test/baseResults/hlsl.float1.frag.out +++ b/Test/baseResults/hlsl.float1.frag.out @@ -12,7 +12,7 @@ gl_FragCoord origin is upper left 0:2 'scalar' (global float) 0:2 Constant: 0:2 2.000000 -0:5 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float) +0:5 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float) 0:5 Function Parameters: 0:5 'inFloat1' (in 1-component vector of float) 0:5 'inScalar' (in float) @@ -46,7 +46,7 @@ gl_FragCoord origin is upper left 0:2 'scalar' (global float) 0:2 Constant: 0:2 2.000000 -0:5 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float) +0:5 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float) 0:5 Function Parameters: 0:5 'inFloat1' (in 1-component vector of float) 0:5 'inScalar' (in float) diff --git a/Test/baseResults/hlsl.float4.frag.out b/Test/baseResults/hlsl.float4.frag.out index 85b3c9b4a..6caac2478 100755 --- a/Test/baseResults/hlsl.float4.frag.out +++ b/Test/baseResults/hlsl.float4.frag.out @@ -5,28 +5,19 @@ WARNING: 0:6: 'register' : ignoring shader_profile Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:1 Sequence -0:1 move second child to first child (temp 4-component vector of float) -0:1 'AmbientColor' (global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 -0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) +0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float) 0:9 Function Parameters: 0:9 'input' (in 4-component vector of float) 0:? Sequence 0:10 Branch: Return with expression 0:10 component-wise multiply (temp 4-component vector of float) 0:10 'input' (in 4-component vector of float) -0:10 'AmbientColor' (global 4-component vector of float) +0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) +0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4}) +0:10 Constant: +0:10 0 (const uint) 0:? Linker Objects -0:? 'AmbientColor' (global 4-component vector of float) -0:? 'ff1' (global bool Face) -0:? 'ff2' (layout(offset=4 ) global 4-component vector of float) -0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float) -0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4}) Linked fragment stage: @@ -35,32 +26,23 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:1 Sequence -0:1 move second child to first child (temp 4-component vector of float) -0:1 'AmbientColor' (global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 -0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) +0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float) 0:9 Function Parameters: 0:9 'input' (in 4-component vector of float) 0:? Sequence 0:10 Branch: Return with expression 0:10 component-wise multiply (temp 4-component vector of float) 0:10 'input' (in 4-component vector of float) -0:10 'AmbientColor' (global 4-component vector of float) +0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) +0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4}) +0:10 Constant: +0:10 0 (const uint) 0:? Linker Objects -0:? 'AmbientColor' (global 4-component vector of float) -0:? 'ff1' (global bool Face) -0:? 'ff2' (layout(offset=4 ) global 4-component vector of float) -0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float) -0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 30 +// Id's are bound by 26 Capability Shader 1: ExtInstImport "GLSL.std.450" @@ -70,44 +52,43 @@ gl_FragCoord origin is upper left Name 4 "PixelShaderFunction" Name 11 "ShaderFunction(vf4;" Name 10 "input" - Name 14 "AmbientColor" - Name 26 "ff1" - Name 27 "ff2" - Name 28 "ff3" - Name 29 "ff4" - Decorate 26(ff1) BuiltIn FrontFacing - Decorate 27(ff2) Offset 4 - Decorate 28(ff3) Offset 4 - Decorate 28(ff3) Binding 0 - Decorate 29(ff4) Offset 4 - Decorate 29(ff4) Binding 1 + Name 15 "$Global" + MemberName 15($Global) 0 "AmbientColor" + MemberName 15($Global) 1 "ff1" + MemberName 15($Global) 2 "ff2" + MemberName 15($Global) 3 "ff3" + MemberName 15($Global) 4 "ff4" + Name 17 "" + MemberDecorate 15($Global) 0 Offset 0 + MemberDecorate 15($Global) 1 Offset 16 + MemberDecorate 15($Global) 1 BuiltIn FrontFacing + MemberDecorate 15($Global) 2 Offset 20 + MemberDecorate 15($Global) 3 Offset 32 + MemberDecorate 15($Global) 4 Offset 48 + Decorate 15($Global) Block + Decorate 17 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeFunction 7(fvec4) 8(ptr) - 13: TypePointer Private 7(fvec4) -14(AmbientColor): 13(ptr) Variable Private - 15: 6(float) Constant 1065353216 - 16: 6(float) Constant 1056964608 - 17: 6(float) Constant 0 - 18: 7(fvec4) ConstantComposite 15 16 17 15 - 24: TypeBool - 25: TypePointer Private 24(bool) - 26(ff1): 25(ptr) Variable Private - 27(ff2): 13(ptr) Variable Private - 28(ff3): 13(ptr) Variable Private - 29(ff4): 13(ptr) Variable Private + 14: TypeInt 32 0 + 15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4) + 16: TypePointer Uniform 15($Global) + 17: 16(ptr) Variable Uniform + 18: TypeInt 32 1 + 19: 18(int) Constant 0 + 20: TypePointer Uniform 7(fvec4) 4(PixelShaderFunction): 2 Function None 3 5: Label - Store 14(AmbientColor) 18 FunctionEnd 11(ShaderFunction(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label - 19: 7(fvec4) Load 10(input) - 20: 7(fvec4) Load 14(AmbientColor) - 21: 7(fvec4) FMul 19 20 - ReturnValue 21 + 13: 7(fvec4) Load 10(input) + 21: 20(ptr) AccessChain 17 19 + 22: 7(fvec4) Load 21 + 23: 7(fvec4) FMul 13 22 + ReturnValue 23 FunctionEnd diff --git a/Test/baseResults/hlsl.forLoop.frag.out b/Test/baseResults/hlsl.forLoop.frag.out index ba8e32e7d..cc4757845 100755 --- a/Test/baseResults/hlsl.forLoop.frag.out +++ b/Test/baseResults/hlsl.forLoop.frag.out @@ -2,7 +2,7 @@ hlsl.forLoop.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -124,7 +124,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.gather.array.dx10.frag.out b/Test/baseResults/hlsl.gather.array.dx10.frag.out index d2545cca3..a686c11b5 100644 --- a/Test/baseResults/hlsl.gather.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:29 Sequence @@ -128,7 +128,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:29 Sequence diff --git a/Test/baseResults/hlsl.gather.basic.dx10.frag.out b/Test/baseResults/hlsl.gather.basic.dx10.frag.out index 52648f703..e28ad34a3 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:29 Function Parameters: 0:? Sequence 0:34 Sequence @@ -126,7 +126,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:29 Function Parameters: 0:? Sequence 0:34 Sequence diff --git a/Test/baseResults/hlsl.gather.basic.dx10.vert.out b/Test/baseResults/hlsl.gather.basic.dx10.vert.out index 1f01fc3e6..92672356b 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.gather.basic.dx10.vert Shader version: 450 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -110,7 +110,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence diff --git a/Test/baseResults/hlsl.gather.offset.dx10.frag.out b/Test/baseResults/hlsl.gather.offset.dx10.frag.out index ac317915a..86a201cc4 100644 --- a/Test/baseResults/hlsl.gather.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -101,7 +101,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence diff --git a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out index bf8f38227..2bda352c5 100644 --- a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:25 Sequence @@ -98,7 +98,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:25 Sequence diff --git a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out index 026fd1b74..c9f6bbd7c 100644 --- a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -12,7 +12,10 @@ gl_FragCoord origin is upper left 0:33 Construct combined texture-sampler (temp sampler2DArray) 0:33 'g_tTex2df4a' (uniform texture2DArray) 0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:33 'c3' (uniform 3-component vector of float) +0:33 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:33 Constant: +0:33 2 (const uint) 0:33 Constant: 0:33 0 (const int) 0:34 Sequence @@ -22,7 +25,10 @@ gl_FragCoord origin is upper left 0:34 Construct combined texture-sampler (temp isampler2DArray) 0:34 'g_tTex2di4a' (uniform itexture2DArray) 0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:34 'c3' (uniform 3-component vector of float) +0:34 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:34 Constant: +0:34 2 (const uint) 0:34 Constant: 0:34 0 (const int) 0:35 Sequence @@ -32,7 +38,10 @@ gl_FragCoord origin is upper left 0:35 Construct combined texture-sampler (temp usampler2DArray) 0:35 'g_tTex2du4a' (uniform utexture2DArray) 0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:35 'c3' (uniform 3-component vector of float) +0:35 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:35 Constant: +0:35 2 (const uint) 0:35 Constant: 0:35 0 (const int) 0:37 Sequence @@ -42,7 +51,10 @@ gl_FragCoord origin is upper left 0:37 Construct combined texture-sampler (temp sampler2DArray) 0:37 'g_tTex2df4a' (uniform texture2DArray) 0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:37 'c3' (uniform 3-component vector of float) +0:37 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:37 Constant: +0:37 2 (const uint) 0:37 Constant: 0:37 1 (const int) 0:38 Sequence @@ -52,7 +64,10 @@ gl_FragCoord origin is upper left 0:38 Construct combined texture-sampler (temp isampler2DArray) 0:38 'g_tTex2di4a' (uniform itexture2DArray) 0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:38 'c3' (uniform 3-component vector of float) +0:38 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:38 Constant: +0:38 2 (const uint) 0:38 Constant: 0:38 1 (const int) 0:39 Sequence @@ -62,7 +77,10 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler (temp usampler2DArray) 0:39 'g_tTex2du4a' (uniform utexture2DArray) 0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:39 'c3' (uniform 3-component vector of float) +0:39 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:39 Constant: +0:39 2 (const uint) 0:39 Constant: 0:39 1 (const int) 0:41 Sequence @@ -72,7 +90,10 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler (temp sampler2DArray) 0:41 'g_tTex2df4a' (uniform texture2DArray) 0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 'c3' (uniform 3-component vector of float) +0:41 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:41 Constant: +0:41 2 (const uint) 0:41 Constant: 0:41 2 (const int) 0:42 Sequence @@ -82,7 +103,10 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler (temp isampler2DArray) 0:42 'g_tTex2di4a' (uniform itexture2DArray) 0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 'c3' (uniform 3-component vector of float) +0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:42 Constant: +0:42 2 (const uint) 0:42 Constant: 0:42 2 (const int) 0:43 Sequence @@ -92,7 +116,10 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler (temp usampler2DArray) 0:43 'g_tTex2du4a' (uniform utexture2DArray) 0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 'c3' (uniform 3-component vector of float) +0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:43 Constant: +0:43 2 (const uint) 0:43 Constant: 0:43 2 (const int) 0:45 Sequence @@ -102,7 +129,10 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler (temp sampler2DArray) 0:45 'g_tTex2df4a' (uniform texture2DArray) 0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 'c3' (uniform 3-component vector of float) +0:45 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 Constant: +0:45 2 (const uint) 0:45 Constant: 0:45 3 (const int) 0:46 Sequence @@ -112,7 +142,10 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler (temp isampler2DArray) 0:46 'g_tTex2di4a' (uniform itexture2DArray) 0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 'c3' (uniform 3-component vector of float) +0:46 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:46 Constant: +0:46 2 (const uint) 0:46 Constant: 0:46 3 (const int) 0:47 Sequence @@ -122,7 +155,10 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler (temp usampler2DArray) 0:47 'g_tTex2du4a' (uniform utexture2DArray) 0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 'c3' (uniform 3-component vector of float) +0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 Constant: +0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:51 Sequence @@ -132,7 +168,10 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler (temp samplerCubeArray) 0:51 'g_tTexcdf4a' (uniform textureCubeArray) 0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 'c4' (uniform 4-component vector of float) +0:51 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 Constant: +0:51 3 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence @@ -142,7 +181,10 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler (temp isamplerCubeArray) 0:52 'g_tTexcdi4a' (uniform itextureCubeArray) 0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 'c4' (uniform 4-component vector of float) +0:52 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:52 Constant: +0:52 3 (const uint) 0:52 Constant: 0:52 0 (const int) 0:53 Sequence @@ -152,7 +194,10 @@ gl_FragCoord origin is upper left 0:53 Construct combined texture-sampler (temp usamplerCubeArray) 0:53 'g_tTexcdu4a' (uniform utextureCubeArray) 0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 'c4' (uniform 4-component vector of float) +0:53 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:53 Constant: +0:53 3 (const uint) 0:53 Constant: 0:53 0 (const int) 0:55 Sequence @@ -162,7 +207,10 @@ gl_FragCoord origin is upper left 0:55 Construct combined texture-sampler (temp samplerCubeArray) 0:55 'g_tTexcdf4a' (uniform textureCubeArray) 0:55 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:55 'c4' (uniform 4-component vector of float) +0:55 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:55 Constant: +0:55 3 (const uint) 0:55 Constant: 0:55 1 (const int) 0:56 Sequence @@ -172,7 +220,10 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler (temp isamplerCubeArray) 0:56 'g_tTexcdi4a' (uniform itextureCubeArray) 0:56 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:56 'c4' (uniform 4-component vector of float) +0:56 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:56 Constant: +0:56 3 (const uint) 0:56 Constant: 0:56 1 (const int) 0:57 Sequence @@ -182,7 +233,10 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler (temp usamplerCubeArray) 0:57 'g_tTexcdu4a' (uniform utextureCubeArray) 0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 'c4' (uniform 4-component vector of float) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:57 Constant: +0:57 3 (const uint) 0:57 Constant: 0:57 1 (const int) 0:59 Sequence @@ -192,7 +246,10 @@ gl_FragCoord origin is upper left 0:59 Construct combined texture-sampler (temp samplerCubeArray) 0:59 'g_tTexcdf4a' (uniform textureCubeArray) 0:59 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:59 'c4' (uniform 4-component vector of float) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:59 Constant: +0:59 3 (const uint) 0:59 Constant: 0:59 2 (const int) 0:60 Sequence @@ -202,7 +259,10 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler (temp isamplerCubeArray) 0:60 'g_tTexcdi4a' (uniform itextureCubeArray) 0:60 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:60 'c4' (uniform 4-component vector of float) +0:60 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:60 Constant: +0:60 3 (const uint) 0:60 Constant: 0:60 2 (const int) 0:61 Sequence @@ -212,7 +272,10 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler (temp usamplerCubeArray) 0:61 'g_tTexcdu4a' (uniform utextureCubeArray) 0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 'c4' (uniform 4-component vector of float) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:61 Constant: +0:61 3 (const uint) 0:61 Constant: 0:61 2 (const int) 0:63 Sequence @@ -222,7 +285,10 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler (temp samplerCubeArray) 0:63 'g_tTexcdf4a' (uniform textureCubeArray) 0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 'c4' (uniform 4-component vector of float) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:63 Constant: +0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:64 Sequence @@ -232,7 +298,10 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler (temp isamplerCubeArray) 0:64 'g_tTexcdi4a' (uniform itextureCubeArray) 0:64 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:64 'c4' (uniform 4-component vector of float) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:64 Constant: +0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:65 Sequence @@ -242,7 +311,10 @@ gl_FragCoord origin is upper left 0:65 Construct combined texture-sampler (temp usamplerCubeArray) 0:65 'g_tTexcdu4a' (uniform utextureCubeArray) 0:65 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:65 'c4' (uniform 4-component vector of float) +0:65 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:65 Constant: +0:65 3 (const uint) 0:65 Constant: 0:65 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) @@ -289,12 +361,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform float) -0:? 'c2' (uniform 2-component vector of float) -0:? 'c3' (uniform 3-component vector of float) -0:? 'c4' (uniform 4-component vector of float) 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) Linked fragment stage: @@ -303,7 +372,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -313,7 +382,10 @@ gl_FragCoord origin is upper left 0:33 Construct combined texture-sampler (temp sampler2DArray) 0:33 'g_tTex2df4a' (uniform texture2DArray) 0:33 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:33 'c3' (uniform 3-component vector of float) +0:33 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:33 Constant: +0:33 2 (const uint) 0:33 Constant: 0:33 0 (const int) 0:34 Sequence @@ -323,7 +395,10 @@ gl_FragCoord origin is upper left 0:34 Construct combined texture-sampler (temp isampler2DArray) 0:34 'g_tTex2di4a' (uniform itexture2DArray) 0:34 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:34 'c3' (uniform 3-component vector of float) +0:34 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:34 Constant: +0:34 2 (const uint) 0:34 Constant: 0:34 0 (const int) 0:35 Sequence @@ -333,7 +408,10 @@ gl_FragCoord origin is upper left 0:35 Construct combined texture-sampler (temp usampler2DArray) 0:35 'g_tTex2du4a' (uniform utexture2DArray) 0:35 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:35 'c3' (uniform 3-component vector of float) +0:35 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:35 Constant: +0:35 2 (const uint) 0:35 Constant: 0:35 0 (const int) 0:37 Sequence @@ -343,7 +421,10 @@ gl_FragCoord origin is upper left 0:37 Construct combined texture-sampler (temp sampler2DArray) 0:37 'g_tTex2df4a' (uniform texture2DArray) 0:37 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:37 'c3' (uniform 3-component vector of float) +0:37 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:37 Constant: +0:37 2 (const uint) 0:37 Constant: 0:37 1 (const int) 0:38 Sequence @@ -353,7 +434,10 @@ gl_FragCoord origin is upper left 0:38 Construct combined texture-sampler (temp isampler2DArray) 0:38 'g_tTex2di4a' (uniform itexture2DArray) 0:38 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:38 'c3' (uniform 3-component vector of float) +0:38 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:38 Constant: +0:38 2 (const uint) 0:38 Constant: 0:38 1 (const int) 0:39 Sequence @@ -363,7 +447,10 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler (temp usampler2DArray) 0:39 'g_tTex2du4a' (uniform utexture2DArray) 0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:39 'c3' (uniform 3-component vector of float) +0:39 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:39 Constant: +0:39 2 (const uint) 0:39 Constant: 0:39 1 (const int) 0:41 Sequence @@ -373,7 +460,10 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler (temp sampler2DArray) 0:41 'g_tTex2df4a' (uniform texture2DArray) 0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 'c3' (uniform 3-component vector of float) +0:41 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:41 Constant: +0:41 2 (const uint) 0:41 Constant: 0:41 2 (const int) 0:42 Sequence @@ -383,7 +473,10 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler (temp isampler2DArray) 0:42 'g_tTex2di4a' (uniform itexture2DArray) 0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 'c3' (uniform 3-component vector of float) +0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:42 Constant: +0:42 2 (const uint) 0:42 Constant: 0:42 2 (const int) 0:43 Sequence @@ -393,7 +486,10 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler (temp usampler2DArray) 0:43 'g_tTex2du4a' (uniform utexture2DArray) 0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 'c3' (uniform 3-component vector of float) +0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:43 Constant: +0:43 2 (const uint) 0:43 Constant: 0:43 2 (const int) 0:45 Sequence @@ -403,7 +499,10 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler (temp sampler2DArray) 0:45 'g_tTex2df4a' (uniform texture2DArray) 0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 'c3' (uniform 3-component vector of float) +0:45 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 Constant: +0:45 2 (const uint) 0:45 Constant: 0:45 3 (const int) 0:46 Sequence @@ -413,7 +512,10 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler (temp isampler2DArray) 0:46 'g_tTex2di4a' (uniform itexture2DArray) 0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 'c3' (uniform 3-component vector of float) +0:46 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:46 Constant: +0:46 2 (const uint) 0:46 Constant: 0:46 3 (const int) 0:47 Sequence @@ -423,7 +525,10 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler (temp usampler2DArray) 0:47 'g_tTex2du4a' (uniform utexture2DArray) 0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 'c3' (uniform 3-component vector of float) +0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 Constant: +0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:51 Sequence @@ -433,7 +538,10 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler (temp samplerCubeArray) 0:51 'g_tTexcdf4a' (uniform textureCubeArray) 0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 'c4' (uniform 4-component vector of float) +0:51 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 Constant: +0:51 3 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence @@ -443,7 +551,10 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler (temp isamplerCubeArray) 0:52 'g_tTexcdi4a' (uniform itextureCubeArray) 0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 'c4' (uniform 4-component vector of float) +0:52 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:52 Constant: +0:52 3 (const uint) 0:52 Constant: 0:52 0 (const int) 0:53 Sequence @@ -453,7 +564,10 @@ gl_FragCoord origin is upper left 0:53 Construct combined texture-sampler (temp usamplerCubeArray) 0:53 'g_tTexcdu4a' (uniform utextureCubeArray) 0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 'c4' (uniform 4-component vector of float) +0:53 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:53 Constant: +0:53 3 (const uint) 0:53 Constant: 0:53 0 (const int) 0:55 Sequence @@ -463,7 +577,10 @@ gl_FragCoord origin is upper left 0:55 Construct combined texture-sampler (temp samplerCubeArray) 0:55 'g_tTexcdf4a' (uniform textureCubeArray) 0:55 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:55 'c4' (uniform 4-component vector of float) +0:55 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:55 Constant: +0:55 3 (const uint) 0:55 Constant: 0:55 1 (const int) 0:56 Sequence @@ -473,7 +590,10 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler (temp isamplerCubeArray) 0:56 'g_tTexcdi4a' (uniform itextureCubeArray) 0:56 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:56 'c4' (uniform 4-component vector of float) +0:56 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:56 Constant: +0:56 3 (const uint) 0:56 Constant: 0:56 1 (const int) 0:57 Sequence @@ -483,7 +603,10 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler (temp usamplerCubeArray) 0:57 'g_tTexcdu4a' (uniform utextureCubeArray) 0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 'c4' (uniform 4-component vector of float) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:57 Constant: +0:57 3 (const uint) 0:57 Constant: 0:57 1 (const int) 0:59 Sequence @@ -493,7 +616,10 @@ gl_FragCoord origin is upper left 0:59 Construct combined texture-sampler (temp samplerCubeArray) 0:59 'g_tTexcdf4a' (uniform textureCubeArray) 0:59 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:59 'c4' (uniform 4-component vector of float) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:59 Constant: +0:59 3 (const uint) 0:59 Constant: 0:59 2 (const int) 0:60 Sequence @@ -503,7 +629,10 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler (temp isamplerCubeArray) 0:60 'g_tTexcdi4a' (uniform itextureCubeArray) 0:60 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:60 'c4' (uniform 4-component vector of float) +0:60 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:60 Constant: +0:60 3 (const uint) 0:60 Constant: 0:60 2 (const int) 0:61 Sequence @@ -513,7 +642,10 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler (temp usamplerCubeArray) 0:61 'g_tTexcdu4a' (uniform utextureCubeArray) 0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 'c4' (uniform 4-component vector of float) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:61 Constant: +0:61 3 (const uint) 0:61 Constant: 0:61 2 (const int) 0:63 Sequence @@ -523,7 +655,10 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler (temp samplerCubeArray) 0:63 'g_tTexcdf4a' (uniform textureCubeArray) 0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 'c4' (uniform 4-component vector of float) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:63 Constant: +0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:64 Sequence @@ -533,7 +668,10 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler (temp isamplerCubeArray) 0:64 'g_tTexcdi4a' (uniform itextureCubeArray) 0:64 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:64 'c4' (uniform 4-component vector of float) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:64 Constant: +0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:65 Sequence @@ -543,7 +681,10 @@ gl_FragCoord origin is upper left 0:65 Construct combined texture-sampler (temp usamplerCubeArray) 0:65 'g_tTexcdu4a' (uniform utextureCubeArray) 0:65 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:65 'c4' (uniform 4-component vector of float) +0:65 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of float) +0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:65 Constant: +0:65 3 (const uint) 0:65 Constant: 0:65 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) @@ -590,85 +731,90 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform float) -0:? 'c2' (uniform 2-component vector of float) -0:? 'c3' (uniform 3-component vector of float) -0:? 'c4' (uniform 4-component vector of float) 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 227 +// Id's are bound by 248 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 204 208 + EntryPoint Fragment 4 "main" 230 234 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "txval00" Name 12 "g_tTex2df4a" Name 16 "g_sSamp" - Name 22 "c3" - Name 29 "txval01" - Name 32 "g_tTex2di4a" - Name 42 "txval02" - Name 45 "g_tTex2du4a" - Name 52 "txval10" - Name 59 "txval11" - Name 65 "txval12" - Name 71 "txval20" - Name 78 "txval21" - Name 84 "txval22" - Name 90 "txval30" - Name 97 "txval31" - Name 103 "txval32" - Name 109 "txval40" - Name 112 "g_tTexcdf4a" - Name 118 "c4" - Name 121 "txval41" - Name 124 "g_tTexcdi4a" - Name 131 "txval42" - Name 134 "g_tTexcdu4a" - Name 141 "txval50" - Name 147 "txval51" - Name 153 "txval52" - Name 159 "txval60" - Name 165 "txval61" - Name 171 "txval62" - Name 177 "txval70" - Name 183 "txval71" - Name 189 "txval72" - Name 195 "PS_OUTPUT" - MemberName 195(PS_OUTPUT) 0 "Color" - MemberName 195(PS_OUTPUT) 1 "Depth" - Name 197 "psout" - Name 204 "Color" - Name 208 "Depth" - Name 212 "g_sSamp2d" - Name 215 "g_tTex1df4a" - Name 218 "g_tTex1di4a" - Name 221 "g_tTex1du4a" - Name 223 "c1" - Name 226 "c2" + Name 22 "$Global" + MemberName 22($Global) 0 "c1" + MemberName 22($Global) 1 "c2" + MemberName 22($Global) 2 "c3" + MemberName 22($Global) 3 "c4" + Name 24 "" + Name 34 "txval01" + Name 37 "g_tTex2di4a" + Name 48 "txval02" + Name 51 "g_tTex2du4a" + Name 59 "txval10" + Name 67 "txval11" + Name 74 "txval12" + Name 81 "txval20" + Name 88 "txval21" + Name 95 "txval22" + Name 102 "txval30" + Name 110 "txval31" + Name 117 "txval32" + Name 124 "txval40" + Name 127 "g_tTexcdf4a" + Name 136 "txval41" + Name 139 "g_tTexcdi4a" + Name 147 "txval42" + Name 150 "g_tTexcdu4a" + Name 158 "txval50" + Name 165 "txval51" + Name 172 "txval52" + Name 179 "txval60" + Name 186 "txval61" + Name 193 "txval62" + Name 200 "txval70" + Name 207 "txval71" + Name 214 "txval72" + Name 221 "PS_OUTPUT" + MemberName 221(PS_OUTPUT) 0 "Color" + MemberName 221(PS_OUTPUT) 1 "Depth" + Name 223 "psout" + Name 230 "Color" + Name 234 "Depth" + Name 238 "g_sSamp2d" + Name 241 "g_tTex1df4a" + Name 244 "g_tTex1di4a" + Name 247 "g_tTex1du4a" Decorate 12(g_tTex2df4a) DescriptorSet 0 Decorate 16(g_sSamp) DescriptorSet 0 Decorate 16(g_sSamp) Binding 0 - Decorate 32(g_tTex2di4a) DescriptorSet 0 - Decorate 45(g_tTex2du4a) DescriptorSet 0 - Decorate 112(g_tTexcdf4a) DescriptorSet 0 - Decorate 124(g_tTexcdi4a) DescriptorSet 0 - Decorate 134(g_tTexcdu4a) DescriptorSet 0 - Decorate 204(Color) Location 0 - Decorate 208(Depth) BuiltIn FragDepth - Decorate 212(g_sSamp2d) DescriptorSet 0 - Decorate 215(g_tTex1df4a) DescriptorSet 0 - Decorate 215(g_tTex1df4a) Binding 0 - Decorate 218(g_tTex1di4a) DescriptorSet 0 - Decorate 221(g_tTex1du4a) DescriptorSet 0 + MemberDecorate 22($Global) 0 Offset 0 + MemberDecorate 22($Global) 1 Offset 8 + MemberDecorate 22($Global) 2 Offset 16 + MemberDecorate 22($Global) 3 Offset 32 + Decorate 22($Global) Block + Decorate 24 DescriptorSet 0 + Decorate 37(g_tTex2di4a) DescriptorSet 0 + Decorate 51(g_tTex2du4a) DescriptorSet 0 + Decorate 127(g_tTexcdf4a) DescriptorSet 0 + Decorate 139(g_tTexcdi4a) DescriptorSet 0 + Decorate 150(g_tTexcdu4a) DescriptorSet 0 + Decorate 230(Color) Location 0 + Decorate 234(Depth) BuiltIn FragDepth + Decorate 238(g_sSamp2d) DescriptorSet 0 + Decorate 241(g_tTex1df4a) DescriptorSet 0 + Decorate 241(g_tTex1df4a) Binding 0 + Decorate 244(g_tTex1di4a) DescriptorSet 0 + Decorate 247(g_tTex1du4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -681,245 +827,266 @@ gl_FragCoord origin is upper left 15: TypePointer UniformConstant 14 16(g_sSamp): 15(ptr) Variable UniformConstant 18: TypeSampledImage 10 - 20: TypeVector 6(float) 3 - 21: TypePointer UniformConstant 20(fvec3) - 22(c3): 21(ptr) Variable UniformConstant - 24: TypeInt 32 1 - 25: 24(int) Constant 0 - 27: TypeVector 24(int) 4 - 28: TypePointer Function 27(ivec4) - 30: TypeImage 24(int) 2D array sampled format:Unknown - 31: TypePointer UniformConstant 30 - 32(g_tTex2di4a): 31(ptr) Variable UniformConstant - 35: TypeSampledImage 30 - 39: TypeInt 32 0 - 40: TypeVector 39(int) 4 - 41: TypePointer Function 40(ivec4) - 43: TypeImage 39(int) 2D array sampled format:Unknown - 44: TypePointer UniformConstant 43 - 45(g_tTex2du4a): 44(ptr) Variable UniformConstant - 48: TypeSampledImage 43 - 57: 24(int) Constant 1 - 76: 24(int) Constant 2 - 95: 24(int) Constant 3 - 110: TypeImage 6(float) Cube array sampled format:Unknown - 111: TypePointer UniformConstant 110 -112(g_tTexcdf4a): 111(ptr) Variable UniformConstant - 115: TypeSampledImage 110 - 117: TypePointer UniformConstant 7(fvec4) - 118(c4): 117(ptr) Variable UniformConstant - 122: TypeImage 24(int) Cube array sampled format:Unknown - 123: TypePointer UniformConstant 122 -124(g_tTexcdi4a): 123(ptr) Variable UniformConstant - 127: TypeSampledImage 122 - 132: TypeImage 39(int) Cube array sampled format:Unknown - 133: TypePointer UniformConstant 132 -134(g_tTexcdu4a): 133(ptr) Variable UniformConstant - 137: TypeSampledImage 132 - 195(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) - 196: TypePointer Function 195(PS_OUTPUT) - 198: 6(float) Constant 1065353216 - 199: 7(fvec4) ConstantComposite 198 198 198 198 - 201: TypePointer Function 6(float) - 203: TypePointer Output 7(fvec4) - 204(Color): 203(ptr) Variable Output - 207: TypePointer Output 6(float) - 208(Depth): 207(ptr) Variable Output - 212(g_sSamp2d): 15(ptr) Variable UniformConstant - 213: TypeImage 6(float) 1D array sampled format:Unknown - 214: TypePointer UniformConstant 213 -215(g_tTex1df4a): 214(ptr) Variable UniformConstant - 216: TypeImage 24(int) 1D array sampled format:Unknown - 217: TypePointer UniformConstant 216 -218(g_tTex1di4a): 217(ptr) Variable UniformConstant - 219: TypeImage 39(int) 1D array sampled format:Unknown - 220: TypePointer UniformConstant 219 -221(g_tTex1du4a): 220(ptr) Variable UniformConstant - 222: TypePointer UniformConstant 6(float) - 223(c1): 222(ptr) Variable UniformConstant - 224: TypeVector 6(float) 2 - 225: TypePointer UniformConstant 224(fvec2) - 226(c2): 225(ptr) Variable UniformConstant + 20: TypeVector 6(float) 2 + 21: TypeVector 6(float) 3 + 22($Global): TypeStruct 6(float) 20(fvec2) 21(fvec3) 7(fvec4) + 23: TypePointer Uniform 22($Global) + 24: 23(ptr) Variable Uniform + 25: TypeInt 32 1 + 26: 25(int) Constant 2 + 27: TypePointer Uniform 21(fvec3) + 30: 25(int) Constant 0 + 32: TypeVector 25(int) 4 + 33: TypePointer Function 32(ivec4) + 35: TypeImage 25(int) 2D array sampled format:Unknown + 36: TypePointer UniformConstant 35 + 37(g_tTex2di4a): 36(ptr) Variable UniformConstant + 40: TypeSampledImage 35 + 45: TypeInt 32 0 + 46: TypeVector 45(int) 4 + 47: TypePointer Function 46(ivec4) + 49: TypeImage 45(int) 2D array sampled format:Unknown + 50: TypePointer UniformConstant 49 + 51(g_tTex2du4a): 50(ptr) Variable UniformConstant + 54: TypeSampledImage 49 + 65: 25(int) Constant 1 + 108: 25(int) Constant 3 + 125: TypeImage 6(float) Cube array sampled format:Unknown + 126: TypePointer UniformConstant 125 +127(g_tTexcdf4a): 126(ptr) Variable UniformConstant + 130: TypeSampledImage 125 + 132: TypePointer Uniform 7(fvec4) + 137: TypeImage 25(int) Cube array sampled format:Unknown + 138: TypePointer UniformConstant 137 +139(g_tTexcdi4a): 138(ptr) Variable UniformConstant + 142: TypeSampledImage 137 + 148: TypeImage 45(int) Cube array sampled format:Unknown + 149: TypePointer UniformConstant 148 +150(g_tTexcdu4a): 149(ptr) Variable UniformConstant + 153: TypeSampledImage 148 + 221(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) + 222: TypePointer Function 221(PS_OUTPUT) + 224: 6(float) Constant 1065353216 + 225: 7(fvec4) ConstantComposite 224 224 224 224 + 227: TypePointer Function 6(float) + 229: TypePointer Output 7(fvec4) + 230(Color): 229(ptr) Variable Output + 233: TypePointer Output 6(float) + 234(Depth): 233(ptr) Variable Output + 238(g_sSamp2d): 15(ptr) Variable UniformConstant + 239: TypeImage 6(float) 1D array sampled format:Unknown + 240: TypePointer UniformConstant 239 +241(g_tTex1df4a): 240(ptr) Variable UniformConstant + 242: TypeImage 25(int) 1D array sampled format:Unknown + 243: TypePointer UniformConstant 242 +244(g_tTex1di4a): 243(ptr) Variable UniformConstant + 245: TypeImage 45(int) 1D array sampled format:Unknown + 246: TypePointer UniformConstant 245 +247(g_tTex1du4a): 246(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 9(txval00): 8(ptr) Variable Function - 29(txval01): 28(ptr) Variable Function - 42(txval02): 41(ptr) Variable Function - 52(txval10): 8(ptr) Variable Function - 59(txval11): 28(ptr) Variable Function - 65(txval12): 41(ptr) Variable Function - 71(txval20): 8(ptr) Variable Function - 78(txval21): 28(ptr) Variable Function - 84(txval22): 41(ptr) Variable Function - 90(txval30): 8(ptr) Variable Function - 97(txval31): 28(ptr) Variable Function - 103(txval32): 41(ptr) Variable Function - 109(txval40): 8(ptr) Variable Function - 121(txval41): 28(ptr) Variable Function - 131(txval42): 41(ptr) Variable Function - 141(txval50): 8(ptr) Variable Function - 147(txval51): 28(ptr) Variable Function - 153(txval52): 41(ptr) Variable Function - 159(txval60): 8(ptr) Variable Function - 165(txval61): 28(ptr) Variable Function - 171(txval62): 41(ptr) Variable Function - 177(txval70): 8(ptr) Variable Function - 183(txval71): 28(ptr) Variable Function - 189(txval72): 41(ptr) Variable Function - 197(psout): 196(ptr) Variable Function + 34(txval01): 33(ptr) Variable Function + 48(txval02): 47(ptr) Variable Function + 59(txval10): 8(ptr) Variable Function + 67(txval11): 33(ptr) Variable Function + 74(txval12): 47(ptr) Variable Function + 81(txval20): 8(ptr) Variable Function + 88(txval21): 33(ptr) Variable Function + 95(txval22): 47(ptr) Variable Function + 102(txval30): 8(ptr) Variable Function + 110(txval31): 33(ptr) Variable Function + 117(txval32): 47(ptr) Variable Function + 124(txval40): 8(ptr) Variable Function + 136(txval41): 33(ptr) Variable Function + 147(txval42): 47(ptr) Variable Function + 158(txval50): 8(ptr) Variable Function + 165(txval51): 33(ptr) Variable Function + 172(txval52): 47(ptr) Variable Function + 179(txval60): 8(ptr) Variable Function + 186(txval61): 33(ptr) Variable Function + 193(txval62): 47(ptr) Variable Function + 200(txval70): 8(ptr) Variable Function + 207(txval71): 33(ptr) Variable Function + 214(txval72): 47(ptr) Variable Function + 223(psout): 222(ptr) Variable Function 13: 10 Load 12(g_tTex2df4a) 17: 14 Load 16(g_sSamp) 19: 18 SampledImage 13 17 - 23: 20(fvec3) Load 22(c3) - 26: 7(fvec4) ImageGather 19 23 25 - Store 9(txval00) 26 - 33: 30 Load 32(g_tTex2di4a) - 34: 14 Load 16(g_sSamp) - 36: 35 SampledImage 33 34 - 37: 20(fvec3) Load 22(c3) - 38: 27(ivec4) ImageGather 36 37 25 - Store 29(txval01) 38 - 46: 43 Load 45(g_tTex2du4a) - 47: 14 Load 16(g_sSamp) - 49: 48 SampledImage 46 47 - 50: 20(fvec3) Load 22(c3) - 51: 40(ivec4) ImageGather 49 50 25 - Store 42(txval02) 51 - 53: 10 Load 12(g_tTex2df4a) - 54: 14 Load 16(g_sSamp) - 55: 18 SampledImage 53 54 - 56: 20(fvec3) Load 22(c3) - 58: 7(fvec4) ImageGather 55 56 57 - Store 52(txval10) 58 - 60: 30 Load 32(g_tTex2di4a) + 28: 27(ptr) AccessChain 24 26 + 29: 21(fvec3) Load 28 + 31: 7(fvec4) ImageGather 19 29 30 + Store 9(txval00) 31 + 38: 35 Load 37(g_tTex2di4a) + 39: 14 Load 16(g_sSamp) + 41: 40 SampledImage 38 39 + 42: 27(ptr) AccessChain 24 26 + 43: 21(fvec3) Load 42 + 44: 32(ivec4) ImageGather 41 43 30 + Store 34(txval01) 44 + 52: 49 Load 51(g_tTex2du4a) + 53: 14 Load 16(g_sSamp) + 55: 54 SampledImage 52 53 + 56: 27(ptr) AccessChain 24 26 + 57: 21(fvec3) Load 56 + 58: 46(ivec4) ImageGather 55 57 30 + Store 48(txval02) 58 + 60: 10 Load 12(g_tTex2df4a) 61: 14 Load 16(g_sSamp) - 62: 35 SampledImage 60 61 - 63: 20(fvec3) Load 22(c3) - 64: 27(ivec4) ImageGather 62 63 57 - Store 59(txval11) 64 - 66: 43 Load 45(g_tTex2du4a) - 67: 14 Load 16(g_sSamp) - 68: 48 SampledImage 66 67 - 69: 20(fvec3) Load 22(c3) - 70: 40(ivec4) ImageGather 68 69 57 - Store 65(txval12) 70 - 72: 10 Load 12(g_tTex2df4a) - 73: 14 Load 16(g_sSamp) - 74: 18 SampledImage 72 73 - 75: 20(fvec3) Load 22(c3) - 77: 7(fvec4) ImageGather 74 75 76 - Store 71(txval20) 77 - 79: 30 Load 32(g_tTex2di4a) - 80: 14 Load 16(g_sSamp) - 81: 35 SampledImage 79 80 - 82: 20(fvec3) Load 22(c3) - 83: 27(ivec4) ImageGather 81 82 76 - Store 78(txval21) 83 - 85: 43 Load 45(g_tTex2du4a) - 86: 14 Load 16(g_sSamp) - 87: 48 SampledImage 85 86 - 88: 20(fvec3) Load 22(c3) - 89: 40(ivec4) ImageGather 87 88 76 - Store 84(txval22) 89 - 91: 10 Load 12(g_tTex2df4a) - 92: 14 Load 16(g_sSamp) - 93: 18 SampledImage 91 92 - 94: 20(fvec3) Load 22(c3) - 96: 7(fvec4) ImageGather 93 94 95 - Store 90(txval30) 96 - 98: 30 Load 32(g_tTex2di4a) - 99: 14 Load 16(g_sSamp) - 100: 35 SampledImage 98 99 - 101: 20(fvec3) Load 22(c3) - 102: 27(ivec4) ImageGather 100 101 95 - Store 97(txval31) 102 - 104: 43 Load 45(g_tTex2du4a) - 105: 14 Load 16(g_sSamp) - 106: 48 SampledImage 104 105 - 107: 20(fvec3) Load 22(c3) - 108: 40(ivec4) ImageGather 106 107 95 - Store 103(txval32) 108 - 113: 110 Load 112(g_tTexcdf4a) - 114: 14 Load 16(g_sSamp) - 116: 115 SampledImage 113 114 - 119: 7(fvec4) Load 118(c4) - 120: 7(fvec4) ImageGather 116 119 25 - Store 109(txval40) 120 - 125: 122 Load 124(g_tTexcdi4a) - 126: 14 Load 16(g_sSamp) - 128: 127 SampledImage 125 126 - 129: 7(fvec4) Load 118(c4) - 130: 27(ivec4) ImageGather 128 129 25 - Store 121(txval41) 130 - 135: 132 Load 134(g_tTexcdu4a) - 136: 14 Load 16(g_sSamp) - 138: 137 SampledImage 135 136 - 139: 7(fvec4) Load 118(c4) - 140: 40(ivec4) ImageGather 138 139 25 - Store 131(txval42) 140 - 142: 110 Load 112(g_tTexcdf4a) - 143: 14 Load 16(g_sSamp) - 144: 115 SampledImage 142 143 - 145: 7(fvec4) Load 118(c4) - 146: 7(fvec4) ImageGather 144 145 57 - Store 141(txval50) 146 - 148: 122 Load 124(g_tTexcdi4a) - 149: 14 Load 16(g_sSamp) - 150: 127 SampledImage 148 149 - 151: 7(fvec4) Load 118(c4) - 152: 27(ivec4) ImageGather 150 151 57 - Store 147(txval51) 152 - 154: 132 Load 134(g_tTexcdu4a) - 155: 14 Load 16(g_sSamp) - 156: 137 SampledImage 154 155 - 157: 7(fvec4) Load 118(c4) - 158: 40(ivec4) ImageGather 156 157 57 - Store 153(txval52) 158 - 160: 110 Load 112(g_tTexcdf4a) - 161: 14 Load 16(g_sSamp) - 162: 115 SampledImage 160 161 - 163: 7(fvec4) Load 118(c4) - 164: 7(fvec4) ImageGather 162 163 76 - Store 159(txval60) 164 - 166: 122 Load 124(g_tTexcdi4a) + 62: 18 SampledImage 60 61 + 63: 27(ptr) AccessChain 24 26 + 64: 21(fvec3) Load 63 + 66: 7(fvec4) ImageGather 62 64 65 + Store 59(txval10) 66 + 68: 35 Load 37(g_tTex2di4a) + 69: 14 Load 16(g_sSamp) + 70: 40 SampledImage 68 69 + 71: 27(ptr) AccessChain 24 26 + 72: 21(fvec3) Load 71 + 73: 32(ivec4) ImageGather 70 72 65 + Store 67(txval11) 73 + 75: 49 Load 51(g_tTex2du4a) + 76: 14 Load 16(g_sSamp) + 77: 54 SampledImage 75 76 + 78: 27(ptr) AccessChain 24 26 + 79: 21(fvec3) Load 78 + 80: 46(ivec4) ImageGather 77 79 65 + Store 74(txval12) 80 + 82: 10 Load 12(g_tTex2df4a) + 83: 14 Load 16(g_sSamp) + 84: 18 SampledImage 82 83 + 85: 27(ptr) AccessChain 24 26 + 86: 21(fvec3) Load 85 + 87: 7(fvec4) ImageGather 84 86 26 + Store 81(txval20) 87 + 89: 35 Load 37(g_tTex2di4a) + 90: 14 Load 16(g_sSamp) + 91: 40 SampledImage 89 90 + 92: 27(ptr) AccessChain 24 26 + 93: 21(fvec3) Load 92 + 94: 32(ivec4) ImageGather 91 93 26 + Store 88(txval21) 94 + 96: 49 Load 51(g_tTex2du4a) + 97: 14 Load 16(g_sSamp) + 98: 54 SampledImage 96 97 + 99: 27(ptr) AccessChain 24 26 + 100: 21(fvec3) Load 99 + 101: 46(ivec4) ImageGather 98 100 26 + Store 95(txval22) 101 + 103: 10 Load 12(g_tTex2df4a) + 104: 14 Load 16(g_sSamp) + 105: 18 SampledImage 103 104 + 106: 27(ptr) AccessChain 24 26 + 107: 21(fvec3) Load 106 + 109: 7(fvec4) ImageGather 105 107 108 + Store 102(txval30) 109 + 111: 35 Load 37(g_tTex2di4a) + 112: 14 Load 16(g_sSamp) + 113: 40 SampledImage 111 112 + 114: 27(ptr) AccessChain 24 26 + 115: 21(fvec3) Load 114 + 116: 32(ivec4) ImageGather 113 115 108 + Store 110(txval31) 116 + 118: 49 Load 51(g_tTex2du4a) + 119: 14 Load 16(g_sSamp) + 120: 54 SampledImage 118 119 + 121: 27(ptr) AccessChain 24 26 + 122: 21(fvec3) Load 121 + 123: 46(ivec4) ImageGather 120 122 108 + Store 117(txval32) 123 + 128: 125 Load 127(g_tTexcdf4a) + 129: 14 Load 16(g_sSamp) + 131: 130 SampledImage 128 129 + 133: 132(ptr) AccessChain 24 108 + 134: 7(fvec4) Load 133 + 135: 7(fvec4) ImageGather 131 134 30 + Store 124(txval40) 135 + 140: 137 Load 139(g_tTexcdi4a) + 141: 14 Load 16(g_sSamp) + 143: 142 SampledImage 140 141 + 144: 132(ptr) AccessChain 24 108 + 145: 7(fvec4) Load 144 + 146: 32(ivec4) ImageGather 143 145 30 + Store 136(txval41) 146 + 151: 148 Load 150(g_tTexcdu4a) + 152: 14 Load 16(g_sSamp) + 154: 153 SampledImage 151 152 + 155: 132(ptr) AccessChain 24 108 + 156: 7(fvec4) Load 155 + 157: 46(ivec4) ImageGather 154 156 30 + Store 147(txval42) 157 + 159: 125 Load 127(g_tTexcdf4a) + 160: 14 Load 16(g_sSamp) + 161: 130 SampledImage 159 160 + 162: 132(ptr) AccessChain 24 108 + 163: 7(fvec4) Load 162 + 164: 7(fvec4) ImageGather 161 163 65 + Store 158(txval50) 164 + 166: 137 Load 139(g_tTexcdi4a) 167: 14 Load 16(g_sSamp) - 168: 127 SampledImage 166 167 - 169: 7(fvec4) Load 118(c4) - 170: 27(ivec4) ImageGather 168 169 76 - Store 165(txval61) 170 - 172: 132 Load 134(g_tTexcdu4a) - 173: 14 Load 16(g_sSamp) - 174: 137 SampledImage 172 173 - 175: 7(fvec4) Load 118(c4) - 176: 40(ivec4) ImageGather 174 175 76 - Store 171(txval62) 176 - 178: 110 Load 112(g_tTexcdf4a) - 179: 14 Load 16(g_sSamp) - 180: 115 SampledImage 178 179 - 181: 7(fvec4) Load 118(c4) - 182: 7(fvec4) ImageGather 180 181 95 - Store 177(txval70) 182 - 184: 122 Load 124(g_tTexcdi4a) - 185: 14 Load 16(g_sSamp) - 186: 127 SampledImage 184 185 - 187: 7(fvec4) Load 118(c4) - 188: 27(ivec4) ImageGather 186 187 95 - Store 183(txval71) 188 - 190: 132 Load 134(g_tTexcdu4a) - 191: 14 Load 16(g_sSamp) - 192: 137 SampledImage 190 191 - 193: 7(fvec4) Load 118(c4) - 194: 40(ivec4) ImageGather 192 193 95 - Store 189(txval72) 194 - 200: 8(ptr) AccessChain 197(psout) 25 - Store 200 199 - 202: 201(ptr) AccessChain 197(psout) 57 - Store 202 198 - 205: 8(ptr) AccessChain 197(psout) 25 - 206: 7(fvec4) Load 205 - Store 204(Color) 206 - 209: 201(ptr) AccessChain 197(psout) 57 - 210: 6(float) Load 209 - Store 208(Depth) 210 + 168: 142 SampledImage 166 167 + 169: 132(ptr) AccessChain 24 108 + 170: 7(fvec4) Load 169 + 171: 32(ivec4) ImageGather 168 170 65 + Store 165(txval51) 171 + 173: 148 Load 150(g_tTexcdu4a) + 174: 14 Load 16(g_sSamp) + 175: 153 SampledImage 173 174 + 176: 132(ptr) AccessChain 24 108 + 177: 7(fvec4) Load 176 + 178: 46(ivec4) ImageGather 175 177 65 + Store 172(txval52) 178 + 180: 125 Load 127(g_tTexcdf4a) + 181: 14 Load 16(g_sSamp) + 182: 130 SampledImage 180 181 + 183: 132(ptr) AccessChain 24 108 + 184: 7(fvec4) Load 183 + 185: 7(fvec4) ImageGather 182 184 26 + Store 179(txval60) 185 + 187: 137 Load 139(g_tTexcdi4a) + 188: 14 Load 16(g_sSamp) + 189: 142 SampledImage 187 188 + 190: 132(ptr) AccessChain 24 108 + 191: 7(fvec4) Load 190 + 192: 32(ivec4) ImageGather 189 191 26 + Store 186(txval61) 192 + 194: 148 Load 150(g_tTexcdu4a) + 195: 14 Load 16(g_sSamp) + 196: 153 SampledImage 194 195 + 197: 132(ptr) AccessChain 24 108 + 198: 7(fvec4) Load 197 + 199: 46(ivec4) ImageGather 196 198 26 + Store 193(txval62) 199 + 201: 125 Load 127(g_tTexcdf4a) + 202: 14 Load 16(g_sSamp) + 203: 130 SampledImage 201 202 + 204: 132(ptr) AccessChain 24 108 + 205: 7(fvec4) Load 204 + 206: 7(fvec4) ImageGather 203 205 108 + Store 200(txval70) 206 + 208: 137 Load 139(g_tTexcdi4a) + 209: 14 Load 16(g_sSamp) + 210: 142 SampledImage 208 209 + 211: 132(ptr) AccessChain 24 108 + 212: 7(fvec4) Load 211 + 213: 32(ivec4) ImageGather 210 212 108 + Store 207(txval71) 213 + 215: 148 Load 150(g_tTexcdu4a) + 216: 14 Load 16(g_sSamp) + 217: 153 SampledImage 215 216 + 218: 132(ptr) AccessChain 24 108 + 219: 7(fvec4) Load 218 + 220: 46(ivec4) ImageGather 217 219 108 + Store 214(txval72) 220 + 226: 8(ptr) AccessChain 223(psout) 30 + Store 226 225 + 228: 227(ptr) AccessChain 223(psout) 65 + Store 228 224 + 231: 8(ptr) AccessChain 223(psout) 30 + 232: 7(fvec4) Load 231 + Store 230(Color) 232 + 235: 227(ptr) AccessChain 223(psout) 65 + 236: 6(float) Load 235 + Store 234(Depth) 236 Return FunctionEnd diff --git a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out index 2ec5343b1..5cdf912e1 100644 --- a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:34 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Function Parameters: 0:? Sequence 0:39 Sequence @@ -12,7 +12,10 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler (temp sampler2D) 0:39 'g_tTex2df4' (uniform texture2D) 0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:39 'c2' (uniform 2-component vector of float) +0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:39 Constant: +0:39 1 (const uint) 0:39 Constant: 0:39 0 (const int) 0:40 Sequence @@ -22,7 +25,10 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler (temp isampler2D) 0:40 'g_tTex2di4' (uniform itexture2D) 0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:40 'c2' (uniform 2-component vector of float) +0:40 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:40 Constant: +0:40 1 (const uint) 0:40 Constant: 0:40 0 (const int) 0:41 Sequence @@ -32,7 +38,10 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler (temp usampler2D) 0:41 'g_tTex2du4' (uniform utexture2D) 0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 'c2' (uniform 2-component vector of float) +0:41 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:41 Constant: +0:41 1 (const uint) 0:41 Constant: 0:41 0 (const int) 0:43 Sequence @@ -42,7 +51,10 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler (temp sampler2D) 0:43 'g_tTex2df4' (uniform texture2D) 0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 'c2' (uniform 2-component vector of float) +0:43 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:43 Constant: +0:43 1 (const uint) 0:43 Constant: 0:43 1 (const int) 0:44 Sequence @@ -52,7 +64,10 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler (temp isampler2D) 0:44 'g_tTex2di4' (uniform itexture2D) 0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 'c2' (uniform 2-component vector of float) +0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:44 Constant: +0:44 1 (const uint) 0:44 Constant: 0:44 1 (const int) 0:45 Sequence @@ -62,7 +77,10 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler (temp usampler2D) 0:45 'g_tTex2du4' (uniform utexture2D) 0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 'c2' (uniform 2-component vector of float) +0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 Constant: +0:45 1 (const uint) 0:45 Constant: 0:45 1 (const int) 0:47 Sequence @@ -72,7 +90,10 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler (temp sampler2D) 0:47 'g_tTex2df4' (uniform texture2D) 0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 'c2' (uniform 2-component vector of float) +0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 Constant: +0:47 1 (const uint) 0:47 Constant: 0:47 2 (const int) 0:48 Sequence @@ -82,7 +103,10 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler (temp isampler2D) 0:48 'g_tTex2di4' (uniform itexture2D) 0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 'c2' (uniform 2-component vector of float) +0:48 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:48 Constant: +0:48 1 (const uint) 0:48 Constant: 0:48 2 (const int) 0:49 Sequence @@ -92,7 +116,10 @@ gl_FragCoord origin is upper left 0:49 Construct combined texture-sampler (temp usampler2D) 0:49 'g_tTex2du4' (uniform utexture2D) 0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 'c2' (uniform 2-component vector of float) +0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:49 Constant: +0:49 1 (const uint) 0:49 Constant: 0:49 2 (const int) 0:51 Sequence @@ -102,7 +129,10 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler (temp sampler2D) 0:51 'g_tTex2df4' (uniform texture2D) 0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 'c2' (uniform 2-component vector of float) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 Constant: +0:51 1 (const uint) 0:51 Constant: 0:51 3 (const int) 0:52 Sequence @@ -112,7 +142,10 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler (temp isampler2D) 0:52 'g_tTex2di4' (uniform itexture2D) 0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 'c2' (uniform 2-component vector of float) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:52 Constant: +0:52 1 (const uint) 0:52 Constant: 0:52 3 (const int) 0:53 Sequence @@ -122,7 +155,10 @@ gl_FragCoord origin is upper left 0:53 Construct combined texture-sampler (temp usampler2D) 0:53 'g_tTex2du4' (uniform utexture2D) 0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 'c2' (uniform 2-component vector of float) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:53 Constant: +0:53 1 (const uint) 0:53 Constant: 0:53 3 (const int) 0:57 Sequence @@ -132,7 +168,10 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler (temp samplerCube) 0:57 'g_tTexcdf4' (uniform textureCube) 0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 'c3' (uniform 3-component vector of float) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:57 Constant: +0:57 2 (const uint) 0:57 Constant: 0:57 0 (const int) 0:58 Sequence @@ -142,7 +181,10 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler (temp isamplerCube) 0:58 'g_tTexcdi4' (uniform itextureCube) 0:58 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:58 'c3' (uniform 3-component vector of float) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:58 Constant: +0:58 2 (const uint) 0:58 Constant: 0:58 0 (const int) 0:59 Sequence @@ -152,7 +194,10 @@ gl_FragCoord origin is upper left 0:59 Construct combined texture-sampler (temp usamplerCube) 0:59 'g_tTexcdu4' (uniform utextureCube) 0:59 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:59 'c3' (uniform 3-component vector of float) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:59 Constant: +0:59 2 (const uint) 0:59 Constant: 0:59 0 (const int) 0:61 Sequence @@ -162,7 +207,10 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler (temp samplerCube) 0:61 'g_tTexcdf4' (uniform textureCube) 0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 'c3' (uniform 3-component vector of float) +0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:61 Constant: +0:61 2 (const uint) 0:61 Constant: 0:61 1 (const int) 0:62 Sequence @@ -172,7 +220,10 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler (temp isamplerCube) 0:62 'g_tTexcdi4' (uniform itextureCube) 0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 'c3' (uniform 3-component vector of float) +0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:62 Constant: +0:62 2 (const uint) 0:62 Constant: 0:62 1 (const int) 0:63 Sequence @@ -182,7 +233,10 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler (temp usamplerCube) 0:63 'g_tTexcdu4' (uniform utextureCube) 0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 'c3' (uniform 3-component vector of float) +0:63 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:63 Constant: +0:63 2 (const uint) 0:63 Constant: 0:63 1 (const int) 0:65 Sequence @@ -192,7 +246,10 @@ gl_FragCoord origin is upper left 0:65 Construct combined texture-sampler (temp samplerCube) 0:65 'g_tTexcdf4' (uniform textureCube) 0:65 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:65 'c3' (uniform 3-component vector of float) +0:65 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:65 Constant: +0:65 2 (const uint) 0:65 Constant: 0:65 2 (const int) 0:66 Sequence @@ -202,7 +259,10 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler (temp isamplerCube) 0:66 'g_tTexcdi4' (uniform itextureCube) 0:66 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:66 'c3' (uniform 3-component vector of float) +0:66 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:66 Constant: +0:66 2 (const uint) 0:66 Constant: 0:66 2 (const int) 0:67 Sequence @@ -212,7 +272,10 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler (temp usamplerCube) 0:67 'g_tTexcdu4' (uniform utextureCube) 0:67 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:67 'c3' (uniform 3-component vector of float) +0:67 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:67 Constant: +0:67 2 (const uint) 0:67 Constant: 0:67 2 (const int) 0:69 Sequence @@ -222,7 +285,10 @@ gl_FragCoord origin is upper left 0:69 Construct combined texture-sampler (temp samplerCube) 0:69 'g_tTexcdf4' (uniform textureCube) 0:69 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:69 'c3' (uniform 3-component vector of float) +0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:69 Constant: +0:69 2 (const uint) 0:69 Constant: 0:69 3 (const int) 0:70 Sequence @@ -232,7 +298,10 @@ gl_FragCoord origin is upper left 0:70 Construct combined texture-sampler (temp isamplerCube) 0:70 'g_tTexcdi4' (uniform itextureCube) 0:70 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:70 'c3' (uniform 3-component vector of float) +0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:70 Constant: +0:70 2 (const uint) 0:70 Constant: 0:70 3 (const int) 0:71 Sequence @@ -242,7 +311,10 @@ gl_FragCoord origin is upper left 0:71 Construct combined texture-sampler (temp usamplerCube) 0:71 'g_tTexcdu4' (uniform utextureCube) 0:71 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:71 'c3' (uniform 3-component vector of float) +0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:71 Constant: +0:71 2 (const uint) 0:71 Constant: 0:71 3 (const int) 0:73 move second child to first child (temp 4-component vector of float) @@ -293,12 +365,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'c1' (uniform float) -0:? 'c2' (uniform 2-component vector of float) -0:? 'c3' (uniform 3-component vector of float) -0:? 'c4' (uniform 4-component vector of float) 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) Linked fragment stage: @@ -307,7 +376,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:34 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Function Parameters: 0:? Sequence 0:39 Sequence @@ -317,7 +386,10 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler (temp sampler2D) 0:39 'g_tTex2df4' (uniform texture2D) 0:39 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:39 'c2' (uniform 2-component vector of float) +0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:39 Constant: +0:39 1 (const uint) 0:39 Constant: 0:39 0 (const int) 0:40 Sequence @@ -327,7 +399,10 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler (temp isampler2D) 0:40 'g_tTex2di4' (uniform itexture2D) 0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:40 'c2' (uniform 2-component vector of float) +0:40 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:40 Constant: +0:40 1 (const uint) 0:40 Constant: 0:40 0 (const int) 0:41 Sequence @@ -337,7 +412,10 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler (temp usampler2D) 0:41 'g_tTex2du4' (uniform utexture2D) 0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 'c2' (uniform 2-component vector of float) +0:41 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:41 Constant: +0:41 1 (const uint) 0:41 Constant: 0:41 0 (const int) 0:43 Sequence @@ -347,7 +425,10 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler (temp sampler2D) 0:43 'g_tTex2df4' (uniform texture2D) 0:43 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:43 'c2' (uniform 2-component vector of float) +0:43 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:43 Constant: +0:43 1 (const uint) 0:43 Constant: 0:43 1 (const int) 0:44 Sequence @@ -357,7 +438,10 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler (temp isampler2D) 0:44 'g_tTex2di4' (uniform itexture2D) 0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 'c2' (uniform 2-component vector of float) +0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:44 Constant: +0:44 1 (const uint) 0:44 Constant: 0:44 1 (const int) 0:45 Sequence @@ -367,7 +451,10 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler (temp usampler2D) 0:45 'g_tTex2du4' (uniform utexture2D) 0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 'c2' (uniform 2-component vector of float) +0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:45 Constant: +0:45 1 (const uint) 0:45 Constant: 0:45 1 (const int) 0:47 Sequence @@ -377,7 +464,10 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler (temp sampler2D) 0:47 'g_tTex2df4' (uniform texture2D) 0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 'c2' (uniform 2-component vector of float) +0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:47 Constant: +0:47 1 (const uint) 0:47 Constant: 0:47 2 (const int) 0:48 Sequence @@ -387,7 +477,10 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler (temp isampler2D) 0:48 'g_tTex2di4' (uniform itexture2D) 0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 'c2' (uniform 2-component vector of float) +0:48 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:48 Constant: +0:48 1 (const uint) 0:48 Constant: 0:48 2 (const int) 0:49 Sequence @@ -397,7 +490,10 @@ gl_FragCoord origin is upper left 0:49 Construct combined texture-sampler (temp usampler2D) 0:49 'g_tTex2du4' (uniform utexture2D) 0:49 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:49 'c2' (uniform 2-component vector of float) +0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:49 Constant: +0:49 1 (const uint) 0:49 Constant: 0:49 2 (const int) 0:51 Sequence @@ -407,7 +503,10 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler (temp sampler2D) 0:51 'g_tTex2df4' (uniform texture2D) 0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 'c2' (uniform 2-component vector of float) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:51 Constant: +0:51 1 (const uint) 0:51 Constant: 0:51 3 (const int) 0:52 Sequence @@ -417,7 +516,10 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler (temp isampler2D) 0:52 'g_tTex2di4' (uniform itexture2D) 0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 'c2' (uniform 2-component vector of float) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:52 Constant: +0:52 1 (const uint) 0:52 Constant: 0:52 3 (const int) 0:53 Sequence @@ -427,7 +529,10 @@ gl_FragCoord origin is upper left 0:53 Construct combined texture-sampler (temp usampler2D) 0:53 'g_tTex2du4' (uniform utexture2D) 0:53 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:53 'c2' (uniform 2-component vector of float) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:53 Constant: +0:53 1 (const uint) 0:53 Constant: 0:53 3 (const int) 0:57 Sequence @@ -437,7 +542,10 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler (temp samplerCube) 0:57 'g_tTexcdf4' (uniform textureCube) 0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 'c3' (uniform 3-component vector of float) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:57 Constant: +0:57 2 (const uint) 0:57 Constant: 0:57 0 (const int) 0:58 Sequence @@ -447,7 +555,10 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler (temp isamplerCube) 0:58 'g_tTexcdi4' (uniform itextureCube) 0:58 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:58 'c3' (uniform 3-component vector of float) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:58 Constant: +0:58 2 (const uint) 0:58 Constant: 0:58 0 (const int) 0:59 Sequence @@ -457,7 +568,10 @@ gl_FragCoord origin is upper left 0:59 Construct combined texture-sampler (temp usamplerCube) 0:59 'g_tTexcdu4' (uniform utextureCube) 0:59 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:59 'c3' (uniform 3-component vector of float) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:59 Constant: +0:59 2 (const uint) 0:59 Constant: 0:59 0 (const int) 0:61 Sequence @@ -467,7 +581,10 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler (temp samplerCube) 0:61 'g_tTexcdf4' (uniform textureCube) 0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 'c3' (uniform 3-component vector of float) +0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:61 Constant: +0:61 2 (const uint) 0:61 Constant: 0:61 1 (const int) 0:62 Sequence @@ -477,7 +594,10 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler (temp isamplerCube) 0:62 'g_tTexcdi4' (uniform itextureCube) 0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 'c3' (uniform 3-component vector of float) +0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:62 Constant: +0:62 2 (const uint) 0:62 Constant: 0:62 1 (const int) 0:63 Sequence @@ -487,7 +607,10 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler (temp usamplerCube) 0:63 'g_tTexcdu4' (uniform utextureCube) 0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 'c3' (uniform 3-component vector of float) +0:63 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:63 Constant: +0:63 2 (const uint) 0:63 Constant: 0:63 1 (const int) 0:65 Sequence @@ -497,7 +620,10 @@ gl_FragCoord origin is upper left 0:65 Construct combined texture-sampler (temp samplerCube) 0:65 'g_tTexcdf4' (uniform textureCube) 0:65 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:65 'c3' (uniform 3-component vector of float) +0:65 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:65 Constant: +0:65 2 (const uint) 0:65 Constant: 0:65 2 (const int) 0:66 Sequence @@ -507,7 +633,10 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler (temp isamplerCube) 0:66 'g_tTexcdi4' (uniform itextureCube) 0:66 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:66 'c3' (uniform 3-component vector of float) +0:66 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:66 Constant: +0:66 2 (const uint) 0:66 Constant: 0:66 2 (const int) 0:67 Sequence @@ -517,7 +646,10 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler (temp usamplerCube) 0:67 'g_tTexcdu4' (uniform utextureCube) 0:67 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:67 'c3' (uniform 3-component vector of float) +0:67 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:67 Constant: +0:67 2 (const uint) 0:67 Constant: 0:67 2 (const int) 0:69 Sequence @@ -527,7 +659,10 @@ gl_FragCoord origin is upper left 0:69 Construct combined texture-sampler (temp samplerCube) 0:69 'g_tTexcdf4' (uniform textureCube) 0:69 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:69 'c3' (uniform 3-component vector of float) +0:69 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:69 Constant: +0:69 2 (const uint) 0:69 Constant: 0:69 3 (const int) 0:70 Sequence @@ -537,7 +672,10 @@ gl_FragCoord origin is upper left 0:70 Construct combined texture-sampler (temp isamplerCube) 0:70 'g_tTexcdi4' (uniform itextureCube) 0:70 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:70 'c3' (uniform 3-component vector of float) +0:70 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:70 Constant: +0:70 2 (const uint) 0:70 Constant: 0:70 3 (const int) 0:71 Sequence @@ -547,7 +685,10 @@ gl_FragCoord origin is upper left 0:71 Construct combined texture-sampler (temp usamplerCube) 0:71 'g_tTexcdu4' (uniform utextureCube) 0:71 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:71 'c3' (uniform 3-component vector of float) +0:71 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) +0:71 Constant: +0:71 2 (const uint) 0:71 Constant: 0:71 3 (const int) 0:73 move second child to first child (temp 4-component vector of float) @@ -598,93 +739,98 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'c1' (uniform float) -0:? 'c2' (uniform 2-component vector of float) -0:? 'c3' (uniform 3-component vector of float) -0:? 'c4' (uniform 4-component vector of float) 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 237 +// Id's are bound by 258 Capability Shader Capability Sampled1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 205 209 + EntryPoint Fragment 4 "main" 230 234 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "txval00" Name 12 "g_tTex2df4" Name 16 "g_sSamp" - Name 22 "c2" - Name 29 "txval01" - Name 32 "g_tTex2di4" - Name 42 "txval02" - Name 45 "g_tTex2du4" - Name 52 "txval10" - Name 59 "txval11" - Name 65 "txval12" - Name 71 "txval20" - Name 78 "txval21" - Name 84 "txval22" - Name 90 "txval30" - Name 97 "txval31" - Name 103 "txval32" - Name 109 "txval40" - Name 112 "g_tTexcdf4" - Name 119 "c3" - Name 122 "txval41" - Name 125 "g_tTexcdi4" - Name 132 "txval42" - Name 135 "g_tTexcdu4" - Name 142 "txval50" - Name 148 "txval51" - Name 154 "txval52" - Name 160 "txval60" - Name 166 "txval61" - Name 172 "txval62" - Name 178 "txval70" - Name 184 "txval71" - Name 190 "txval72" - Name 196 "PS_OUTPUT" - MemberName 196(PS_OUTPUT) 0 "Color" - MemberName 196(PS_OUTPUT) 1 "Depth" - Name 198 "psout" - Name 205 "Color" - Name 209 "Depth" - Name 213 "g_sSamp2d" - Name 216 "g_tTex1df4a" - Name 217 "g_tTex1df4" - Name 220 "g_tTex1di4" - Name 223 "g_tTex1du4" - Name 226 "g_tTex3df4" - Name 229 "g_tTex3di4" - Name 232 "g_tTex3du4" - Name 234 "c1" - Name 236 "c4" + Name 22 "$Global" + MemberName 22($Global) 0 "c1" + MemberName 22($Global) 1 "c2" + MemberName 22($Global) 2 "c3" + MemberName 22($Global) 3 "c4" + Name 24 "" + Name 34 "txval01" + Name 37 "g_tTex2di4" + Name 48 "txval02" + Name 51 "g_tTex2du4" + Name 59 "txval10" + Name 66 "txval11" + Name 73 "txval12" + Name 80 "txval20" + Name 88 "txval21" + Name 95 "txval22" + Name 102 "txval30" + Name 110 "txval31" + Name 117 "txval32" + Name 124 "txval40" + Name 127 "g_tTexcdf4" + Name 136 "txval41" + Name 139 "g_tTexcdi4" + Name 147 "txval42" + Name 150 "g_tTexcdu4" + Name 158 "txval50" + Name 165 "txval51" + Name 172 "txval52" + Name 179 "txval60" + Name 186 "txval61" + Name 193 "txval62" + Name 200 "txval70" + Name 207 "txval71" + Name 214 "txval72" + Name 221 "PS_OUTPUT" + MemberName 221(PS_OUTPUT) 0 "Color" + MemberName 221(PS_OUTPUT) 1 "Depth" + Name 223 "psout" + Name 230 "Color" + Name 234 "Depth" + Name 238 "g_sSamp2d" + Name 241 "g_tTex1df4a" + Name 242 "g_tTex1df4" + Name 245 "g_tTex1di4" + Name 248 "g_tTex1du4" + Name 251 "g_tTex3df4" + Name 254 "g_tTex3di4" + Name 257 "g_tTex3du4" Decorate 12(g_tTex2df4) DescriptorSet 0 Decorate 16(g_sSamp) DescriptorSet 0 Decorate 16(g_sSamp) Binding 0 - Decorate 32(g_tTex2di4) DescriptorSet 0 - Decorate 45(g_tTex2du4) DescriptorSet 0 - Decorate 112(g_tTexcdf4) DescriptorSet 0 - Decorate 125(g_tTexcdi4) DescriptorSet 0 - Decorate 135(g_tTexcdu4) DescriptorSet 0 - Decorate 205(Color) Location 0 - Decorate 209(Depth) BuiltIn FragDepth - Decorate 213(g_sSamp2d) DescriptorSet 0 - Decorate 216(g_tTex1df4a) DescriptorSet 0 - Decorate 216(g_tTex1df4a) Binding 1 - Decorate 217(g_tTex1df4) DescriptorSet 0 - Decorate 217(g_tTex1df4) Binding 0 - Decorate 220(g_tTex1di4) DescriptorSet 0 - Decorate 223(g_tTex1du4) DescriptorSet 0 - Decorate 226(g_tTex3df4) DescriptorSet 0 - Decorate 229(g_tTex3di4) DescriptorSet 0 - Decorate 232(g_tTex3du4) DescriptorSet 0 + MemberDecorate 22($Global) 0 Offset 0 + MemberDecorate 22($Global) 1 Offset 8 + MemberDecorate 22($Global) 2 Offset 16 + MemberDecorate 22($Global) 3 Offset 32 + Decorate 22($Global) Block + Decorate 24 DescriptorSet 0 + Decorate 37(g_tTex2di4) DescriptorSet 0 + Decorate 51(g_tTex2du4) DescriptorSet 0 + Decorate 127(g_tTexcdf4) DescriptorSet 0 + Decorate 139(g_tTexcdi4) DescriptorSet 0 + Decorate 150(g_tTexcdu4) DescriptorSet 0 + Decorate 230(Color) Location 0 + Decorate 234(Depth) BuiltIn FragDepth + Decorate 238(g_sSamp2d) DescriptorSet 0 + Decorate 241(g_tTex1df4a) DescriptorSet 0 + Decorate 241(g_tTex1df4a) Binding 1 + Decorate 242(g_tTex1df4) DescriptorSet 0 + Decorate 242(g_tTex1df4) Binding 0 + Decorate 245(g_tTex1di4) DescriptorSet 0 + Decorate 248(g_tTex1du4) DescriptorSet 0 + Decorate 251(g_tTex3df4) DescriptorSet 0 + Decorate 254(g_tTex3di4) DescriptorSet 0 + Decorate 257(g_tTex3du4) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -698,254 +844,275 @@ gl_FragCoord origin is upper left 16(g_sSamp): 15(ptr) Variable UniformConstant 18: TypeSampledImage 10 20: TypeVector 6(float) 2 - 21: TypePointer UniformConstant 20(fvec2) - 22(c2): 21(ptr) Variable UniformConstant - 24: TypeInt 32 1 - 25: 24(int) Constant 0 - 27: TypeVector 24(int) 4 - 28: TypePointer Function 27(ivec4) - 30: TypeImage 24(int) 2D sampled format:Unknown - 31: TypePointer UniformConstant 30 - 32(g_tTex2di4): 31(ptr) Variable UniformConstant - 35: TypeSampledImage 30 - 39: TypeInt 32 0 - 40: TypeVector 39(int) 4 - 41: TypePointer Function 40(ivec4) - 43: TypeImage 39(int) 2D sampled format:Unknown - 44: TypePointer UniformConstant 43 - 45(g_tTex2du4): 44(ptr) Variable UniformConstant - 48: TypeSampledImage 43 - 57: 24(int) Constant 1 - 76: 24(int) Constant 2 - 95: 24(int) Constant 3 - 110: TypeImage 6(float) Cube sampled format:Unknown - 111: TypePointer UniformConstant 110 - 112(g_tTexcdf4): 111(ptr) Variable UniformConstant - 115: TypeSampledImage 110 - 117: TypeVector 6(float) 3 - 118: TypePointer UniformConstant 117(fvec3) - 119(c3): 118(ptr) Variable UniformConstant - 123: TypeImage 24(int) Cube sampled format:Unknown - 124: TypePointer UniformConstant 123 - 125(g_tTexcdi4): 124(ptr) Variable UniformConstant - 128: TypeSampledImage 123 - 133: TypeImage 39(int) Cube sampled format:Unknown - 134: TypePointer UniformConstant 133 - 135(g_tTexcdu4): 134(ptr) Variable UniformConstant - 138: TypeSampledImage 133 - 196(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) - 197: TypePointer Function 196(PS_OUTPUT) - 199: 6(float) Constant 1065353216 - 200: 7(fvec4) ConstantComposite 199 199 199 199 - 202: TypePointer Function 6(float) - 204: TypePointer Output 7(fvec4) - 205(Color): 204(ptr) Variable Output - 208: TypePointer Output 6(float) - 209(Depth): 208(ptr) Variable Output - 213(g_sSamp2d): 15(ptr) Variable UniformConstant - 214: TypeImage 6(float) 1D sampled format:Unknown - 215: TypePointer UniformConstant 214 -216(g_tTex1df4a): 215(ptr) Variable UniformConstant - 217(g_tTex1df4): 215(ptr) Variable UniformConstant - 218: TypeImage 24(int) 1D sampled format:Unknown - 219: TypePointer UniformConstant 218 - 220(g_tTex1di4): 219(ptr) Variable UniformConstant - 221: TypeImage 39(int) 1D sampled format:Unknown - 222: TypePointer UniformConstant 221 - 223(g_tTex1du4): 222(ptr) Variable UniformConstant - 224: TypeImage 6(float) 3D sampled format:Unknown - 225: TypePointer UniformConstant 224 - 226(g_tTex3df4): 225(ptr) Variable UniformConstant - 227: TypeImage 24(int) 3D sampled format:Unknown - 228: TypePointer UniformConstant 227 - 229(g_tTex3di4): 228(ptr) Variable UniformConstant - 230: TypeImage 39(int) 3D sampled format:Unknown - 231: TypePointer UniformConstant 230 - 232(g_tTex3du4): 231(ptr) Variable UniformConstant - 233: TypePointer UniformConstant 6(float) - 234(c1): 233(ptr) Variable UniformConstant - 235: TypePointer UniformConstant 7(fvec4) - 236(c4): 235(ptr) Variable UniformConstant + 21: TypeVector 6(float) 3 + 22($Global): TypeStruct 6(float) 20(fvec2) 21(fvec3) 7(fvec4) + 23: TypePointer Uniform 22($Global) + 24: 23(ptr) Variable Uniform + 25: TypeInt 32 1 + 26: 25(int) Constant 1 + 27: TypePointer Uniform 20(fvec2) + 30: 25(int) Constant 0 + 32: TypeVector 25(int) 4 + 33: TypePointer Function 32(ivec4) + 35: TypeImage 25(int) 2D sampled format:Unknown + 36: TypePointer UniformConstant 35 + 37(g_tTex2di4): 36(ptr) Variable UniformConstant + 40: TypeSampledImage 35 + 45: TypeInt 32 0 + 46: TypeVector 45(int) 4 + 47: TypePointer Function 46(ivec4) + 49: TypeImage 45(int) 2D sampled format:Unknown + 50: TypePointer UniformConstant 49 + 51(g_tTex2du4): 50(ptr) Variable UniformConstant + 54: TypeSampledImage 49 + 86: 25(int) Constant 2 + 108: 25(int) Constant 3 + 125: TypeImage 6(float) Cube sampled format:Unknown + 126: TypePointer UniformConstant 125 + 127(g_tTexcdf4): 126(ptr) Variable UniformConstant + 130: TypeSampledImage 125 + 132: TypePointer Uniform 21(fvec3) + 137: TypeImage 25(int) Cube sampled format:Unknown + 138: TypePointer UniformConstant 137 + 139(g_tTexcdi4): 138(ptr) Variable UniformConstant + 142: TypeSampledImage 137 + 148: TypeImage 45(int) Cube sampled format:Unknown + 149: TypePointer UniformConstant 148 + 150(g_tTexcdu4): 149(ptr) Variable UniformConstant + 153: TypeSampledImage 148 + 221(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) + 222: TypePointer Function 221(PS_OUTPUT) + 224: 6(float) Constant 1065353216 + 225: 7(fvec4) ConstantComposite 224 224 224 224 + 227: TypePointer Function 6(float) + 229: TypePointer Output 7(fvec4) + 230(Color): 229(ptr) Variable Output + 233: TypePointer Output 6(float) + 234(Depth): 233(ptr) Variable Output + 238(g_sSamp2d): 15(ptr) Variable UniformConstant + 239: TypeImage 6(float) 1D sampled format:Unknown + 240: TypePointer UniformConstant 239 +241(g_tTex1df4a): 240(ptr) Variable UniformConstant + 242(g_tTex1df4): 240(ptr) Variable UniformConstant + 243: TypeImage 25(int) 1D sampled format:Unknown + 244: TypePointer UniformConstant 243 + 245(g_tTex1di4): 244(ptr) Variable UniformConstant + 246: TypeImage 45(int) 1D sampled format:Unknown + 247: TypePointer UniformConstant 246 + 248(g_tTex1du4): 247(ptr) Variable UniformConstant + 249: TypeImage 6(float) 3D sampled format:Unknown + 250: TypePointer UniformConstant 249 + 251(g_tTex3df4): 250(ptr) Variable UniformConstant + 252: TypeImage 25(int) 3D sampled format:Unknown + 253: TypePointer UniformConstant 252 + 254(g_tTex3di4): 253(ptr) Variable UniformConstant + 255: TypeImage 45(int) 3D sampled format:Unknown + 256: TypePointer UniformConstant 255 + 257(g_tTex3du4): 256(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 9(txval00): 8(ptr) Variable Function - 29(txval01): 28(ptr) Variable Function - 42(txval02): 41(ptr) Variable Function - 52(txval10): 8(ptr) Variable Function - 59(txval11): 28(ptr) Variable Function - 65(txval12): 41(ptr) Variable Function - 71(txval20): 8(ptr) Variable Function - 78(txval21): 28(ptr) Variable Function - 84(txval22): 41(ptr) Variable Function - 90(txval30): 8(ptr) Variable Function - 97(txval31): 28(ptr) Variable Function - 103(txval32): 41(ptr) Variable Function - 109(txval40): 8(ptr) Variable Function - 122(txval41): 28(ptr) Variable Function - 132(txval42): 41(ptr) Variable Function - 142(txval50): 8(ptr) Variable Function - 148(txval51): 28(ptr) Variable Function - 154(txval52): 41(ptr) Variable Function - 160(txval60): 8(ptr) Variable Function - 166(txval61): 28(ptr) Variable Function - 172(txval62): 41(ptr) Variable Function - 178(txval70): 8(ptr) Variable Function - 184(txval71): 28(ptr) Variable Function - 190(txval72): 41(ptr) Variable Function - 198(psout): 197(ptr) Variable Function + 34(txval01): 33(ptr) Variable Function + 48(txval02): 47(ptr) Variable Function + 59(txval10): 8(ptr) Variable Function + 66(txval11): 33(ptr) Variable Function + 73(txval12): 47(ptr) Variable Function + 80(txval20): 8(ptr) Variable Function + 88(txval21): 33(ptr) Variable Function + 95(txval22): 47(ptr) Variable Function + 102(txval30): 8(ptr) Variable Function + 110(txval31): 33(ptr) Variable Function + 117(txval32): 47(ptr) Variable Function + 124(txval40): 8(ptr) Variable Function + 136(txval41): 33(ptr) Variable Function + 147(txval42): 47(ptr) Variable Function + 158(txval50): 8(ptr) Variable Function + 165(txval51): 33(ptr) Variable Function + 172(txval52): 47(ptr) Variable Function + 179(txval60): 8(ptr) Variable Function + 186(txval61): 33(ptr) Variable Function + 193(txval62): 47(ptr) Variable Function + 200(txval70): 8(ptr) Variable Function + 207(txval71): 33(ptr) Variable Function + 214(txval72): 47(ptr) Variable Function + 223(psout): 222(ptr) Variable Function 13: 10 Load 12(g_tTex2df4) 17: 14 Load 16(g_sSamp) 19: 18 SampledImage 13 17 - 23: 20(fvec2) Load 22(c2) - 26: 7(fvec4) ImageGather 19 23 25 - Store 9(txval00) 26 - 33: 30 Load 32(g_tTex2di4) - 34: 14 Load 16(g_sSamp) - 36: 35 SampledImage 33 34 - 37: 20(fvec2) Load 22(c2) - 38: 27(ivec4) ImageGather 36 37 25 - Store 29(txval01) 38 - 46: 43 Load 45(g_tTex2du4) - 47: 14 Load 16(g_sSamp) - 49: 48 SampledImage 46 47 - 50: 20(fvec2) Load 22(c2) - 51: 40(ivec4) ImageGather 49 50 25 - Store 42(txval02) 51 - 53: 10 Load 12(g_tTex2df4) - 54: 14 Load 16(g_sSamp) - 55: 18 SampledImage 53 54 - 56: 20(fvec2) Load 22(c2) - 58: 7(fvec4) ImageGather 55 56 57 - Store 52(txval10) 58 - 60: 30 Load 32(g_tTex2di4) + 28: 27(ptr) AccessChain 24 26 + 29: 20(fvec2) Load 28 + 31: 7(fvec4) ImageGather 19 29 30 + Store 9(txval00) 31 + 38: 35 Load 37(g_tTex2di4) + 39: 14 Load 16(g_sSamp) + 41: 40 SampledImage 38 39 + 42: 27(ptr) AccessChain 24 26 + 43: 20(fvec2) Load 42 + 44: 32(ivec4) ImageGather 41 43 30 + Store 34(txval01) 44 + 52: 49 Load 51(g_tTex2du4) + 53: 14 Load 16(g_sSamp) + 55: 54 SampledImage 52 53 + 56: 27(ptr) AccessChain 24 26 + 57: 20(fvec2) Load 56 + 58: 46(ivec4) ImageGather 55 57 30 + Store 48(txval02) 58 + 60: 10 Load 12(g_tTex2df4) 61: 14 Load 16(g_sSamp) - 62: 35 SampledImage 60 61 - 63: 20(fvec2) Load 22(c2) - 64: 27(ivec4) ImageGather 62 63 57 - Store 59(txval11) 64 - 66: 43 Load 45(g_tTex2du4) - 67: 14 Load 16(g_sSamp) - 68: 48 SampledImage 66 67 - 69: 20(fvec2) Load 22(c2) - 70: 40(ivec4) ImageGather 68 69 57 - Store 65(txval12) 70 - 72: 10 Load 12(g_tTex2df4) - 73: 14 Load 16(g_sSamp) - 74: 18 SampledImage 72 73 - 75: 20(fvec2) Load 22(c2) - 77: 7(fvec4) ImageGather 74 75 76 - Store 71(txval20) 77 - 79: 30 Load 32(g_tTex2di4) - 80: 14 Load 16(g_sSamp) - 81: 35 SampledImage 79 80 - 82: 20(fvec2) Load 22(c2) - 83: 27(ivec4) ImageGather 81 82 76 - Store 78(txval21) 83 - 85: 43 Load 45(g_tTex2du4) - 86: 14 Load 16(g_sSamp) - 87: 48 SampledImage 85 86 - 88: 20(fvec2) Load 22(c2) - 89: 40(ivec4) ImageGather 87 88 76 - Store 84(txval22) 89 - 91: 10 Load 12(g_tTex2df4) - 92: 14 Load 16(g_sSamp) - 93: 18 SampledImage 91 92 - 94: 20(fvec2) Load 22(c2) - 96: 7(fvec4) ImageGather 93 94 95 - Store 90(txval30) 96 - 98: 30 Load 32(g_tTex2di4) - 99: 14 Load 16(g_sSamp) - 100: 35 SampledImage 98 99 - 101: 20(fvec2) Load 22(c2) - 102: 27(ivec4) ImageGather 100 101 95 - Store 97(txval31) 102 - 104: 43 Load 45(g_tTex2du4) - 105: 14 Load 16(g_sSamp) - 106: 48 SampledImage 104 105 - 107: 20(fvec2) Load 22(c2) - 108: 40(ivec4) ImageGather 106 107 95 - Store 103(txval32) 108 - 113: 110 Load 112(g_tTexcdf4) - 114: 14 Load 16(g_sSamp) - 116: 115 SampledImage 113 114 - 120: 117(fvec3) Load 119(c3) - 121: 7(fvec4) ImageGather 116 120 25 - Store 109(txval40) 121 - 126: 123 Load 125(g_tTexcdi4) - 127: 14 Load 16(g_sSamp) - 129: 128 SampledImage 126 127 - 130: 117(fvec3) Load 119(c3) - 131: 27(ivec4) ImageGather 129 130 25 - Store 122(txval41) 131 - 136: 133 Load 135(g_tTexcdu4) - 137: 14 Load 16(g_sSamp) - 139: 138 SampledImage 136 137 - 140: 117(fvec3) Load 119(c3) - 141: 40(ivec4) ImageGather 139 140 25 - Store 132(txval42) 141 - 143: 110 Load 112(g_tTexcdf4) - 144: 14 Load 16(g_sSamp) - 145: 115 SampledImage 143 144 - 146: 117(fvec3) Load 119(c3) - 147: 7(fvec4) ImageGather 145 146 57 - Store 142(txval50) 147 - 149: 123 Load 125(g_tTexcdi4) - 150: 14 Load 16(g_sSamp) - 151: 128 SampledImage 149 150 - 152: 117(fvec3) Load 119(c3) - 153: 27(ivec4) ImageGather 151 152 57 - Store 148(txval51) 153 - 155: 133 Load 135(g_tTexcdu4) - 156: 14 Load 16(g_sSamp) - 157: 138 SampledImage 155 156 - 158: 117(fvec3) Load 119(c3) - 159: 40(ivec4) ImageGather 157 158 57 - Store 154(txval52) 159 - 161: 110 Load 112(g_tTexcdf4) - 162: 14 Load 16(g_sSamp) - 163: 115 SampledImage 161 162 - 164: 117(fvec3) Load 119(c3) - 165: 7(fvec4) ImageGather 163 164 76 - Store 160(txval60) 165 - 167: 123 Load 125(g_tTexcdi4) - 168: 14 Load 16(g_sSamp) - 169: 128 SampledImage 167 168 - 170: 117(fvec3) Load 119(c3) - 171: 27(ivec4) ImageGather 169 170 76 - Store 166(txval61) 171 - 173: 133 Load 135(g_tTexcdu4) + 62: 18 SampledImage 60 61 + 63: 27(ptr) AccessChain 24 26 + 64: 20(fvec2) Load 63 + 65: 7(fvec4) ImageGather 62 64 26 + Store 59(txval10) 65 + 67: 35 Load 37(g_tTex2di4) + 68: 14 Load 16(g_sSamp) + 69: 40 SampledImage 67 68 + 70: 27(ptr) AccessChain 24 26 + 71: 20(fvec2) Load 70 + 72: 32(ivec4) ImageGather 69 71 26 + Store 66(txval11) 72 + 74: 49 Load 51(g_tTex2du4) + 75: 14 Load 16(g_sSamp) + 76: 54 SampledImage 74 75 + 77: 27(ptr) AccessChain 24 26 + 78: 20(fvec2) Load 77 + 79: 46(ivec4) ImageGather 76 78 26 + Store 73(txval12) 79 + 81: 10 Load 12(g_tTex2df4) + 82: 14 Load 16(g_sSamp) + 83: 18 SampledImage 81 82 + 84: 27(ptr) AccessChain 24 26 + 85: 20(fvec2) Load 84 + 87: 7(fvec4) ImageGather 83 85 86 + Store 80(txval20) 87 + 89: 35 Load 37(g_tTex2di4) + 90: 14 Load 16(g_sSamp) + 91: 40 SampledImage 89 90 + 92: 27(ptr) AccessChain 24 26 + 93: 20(fvec2) Load 92 + 94: 32(ivec4) ImageGather 91 93 86 + Store 88(txval21) 94 + 96: 49 Load 51(g_tTex2du4) + 97: 14 Load 16(g_sSamp) + 98: 54 SampledImage 96 97 + 99: 27(ptr) AccessChain 24 26 + 100: 20(fvec2) Load 99 + 101: 46(ivec4) ImageGather 98 100 86 + Store 95(txval22) 101 + 103: 10 Load 12(g_tTex2df4) + 104: 14 Load 16(g_sSamp) + 105: 18 SampledImage 103 104 + 106: 27(ptr) AccessChain 24 26 + 107: 20(fvec2) Load 106 + 109: 7(fvec4) ImageGather 105 107 108 + Store 102(txval30) 109 + 111: 35 Load 37(g_tTex2di4) + 112: 14 Load 16(g_sSamp) + 113: 40 SampledImage 111 112 + 114: 27(ptr) AccessChain 24 26 + 115: 20(fvec2) Load 114 + 116: 32(ivec4) ImageGather 113 115 108 + Store 110(txval31) 116 + 118: 49 Load 51(g_tTex2du4) + 119: 14 Load 16(g_sSamp) + 120: 54 SampledImage 118 119 + 121: 27(ptr) AccessChain 24 26 + 122: 20(fvec2) Load 121 + 123: 46(ivec4) ImageGather 120 122 108 + Store 117(txval32) 123 + 128: 125 Load 127(g_tTexcdf4) + 129: 14 Load 16(g_sSamp) + 131: 130 SampledImage 128 129 + 133: 132(ptr) AccessChain 24 86 + 134: 21(fvec3) Load 133 + 135: 7(fvec4) ImageGather 131 134 30 + Store 124(txval40) 135 + 140: 137 Load 139(g_tTexcdi4) + 141: 14 Load 16(g_sSamp) + 143: 142 SampledImage 140 141 + 144: 132(ptr) AccessChain 24 86 + 145: 21(fvec3) Load 144 + 146: 32(ivec4) ImageGather 143 145 30 + Store 136(txval41) 146 + 151: 148 Load 150(g_tTexcdu4) + 152: 14 Load 16(g_sSamp) + 154: 153 SampledImage 151 152 + 155: 132(ptr) AccessChain 24 86 + 156: 21(fvec3) Load 155 + 157: 46(ivec4) ImageGather 154 156 30 + Store 147(txval42) 157 + 159: 125 Load 127(g_tTexcdf4) + 160: 14 Load 16(g_sSamp) + 161: 130 SampledImage 159 160 + 162: 132(ptr) AccessChain 24 86 + 163: 21(fvec3) Load 162 + 164: 7(fvec4) ImageGather 161 163 26 + Store 158(txval50) 164 + 166: 137 Load 139(g_tTexcdi4) + 167: 14 Load 16(g_sSamp) + 168: 142 SampledImage 166 167 + 169: 132(ptr) AccessChain 24 86 + 170: 21(fvec3) Load 169 + 171: 32(ivec4) ImageGather 168 170 26 + Store 165(txval51) 171 + 173: 148 Load 150(g_tTexcdu4) 174: 14 Load 16(g_sSamp) - 175: 138 SampledImage 173 174 - 176: 117(fvec3) Load 119(c3) - 177: 40(ivec4) ImageGather 175 176 76 - Store 172(txval62) 177 - 179: 110 Load 112(g_tTexcdf4) - 180: 14 Load 16(g_sSamp) - 181: 115 SampledImage 179 180 - 182: 117(fvec3) Load 119(c3) - 183: 7(fvec4) ImageGather 181 182 95 - Store 178(txval70) 183 - 185: 123 Load 125(g_tTexcdi4) - 186: 14 Load 16(g_sSamp) - 187: 128 SampledImage 185 186 - 188: 117(fvec3) Load 119(c3) - 189: 27(ivec4) ImageGather 187 188 95 - Store 184(txval71) 189 - 191: 133 Load 135(g_tTexcdu4) - 192: 14 Load 16(g_sSamp) - 193: 138 SampledImage 191 192 - 194: 117(fvec3) Load 119(c3) - 195: 40(ivec4) ImageGather 193 194 95 - Store 190(txval72) 195 - 201: 8(ptr) AccessChain 198(psout) 25 - Store 201 200 - 203: 202(ptr) AccessChain 198(psout) 57 - Store 203 199 - 206: 8(ptr) AccessChain 198(psout) 25 - 207: 7(fvec4) Load 206 - Store 205(Color) 207 - 210: 202(ptr) AccessChain 198(psout) 57 - 211: 6(float) Load 210 - Store 209(Depth) 211 + 175: 153 SampledImage 173 174 + 176: 132(ptr) AccessChain 24 86 + 177: 21(fvec3) Load 176 + 178: 46(ivec4) ImageGather 175 177 26 + Store 172(txval52) 178 + 180: 125 Load 127(g_tTexcdf4) + 181: 14 Load 16(g_sSamp) + 182: 130 SampledImage 180 181 + 183: 132(ptr) AccessChain 24 86 + 184: 21(fvec3) Load 183 + 185: 7(fvec4) ImageGather 182 184 86 + Store 179(txval60) 185 + 187: 137 Load 139(g_tTexcdi4) + 188: 14 Load 16(g_sSamp) + 189: 142 SampledImage 187 188 + 190: 132(ptr) AccessChain 24 86 + 191: 21(fvec3) Load 190 + 192: 32(ivec4) ImageGather 189 191 86 + Store 186(txval61) 192 + 194: 148 Load 150(g_tTexcdu4) + 195: 14 Load 16(g_sSamp) + 196: 153 SampledImage 194 195 + 197: 132(ptr) AccessChain 24 86 + 198: 21(fvec3) Load 197 + 199: 46(ivec4) ImageGather 196 198 86 + Store 193(txval62) 199 + 201: 125 Load 127(g_tTexcdf4) + 202: 14 Load 16(g_sSamp) + 203: 130 SampledImage 201 202 + 204: 132(ptr) AccessChain 24 86 + 205: 21(fvec3) Load 204 + 206: 7(fvec4) ImageGather 203 205 108 + Store 200(txval70) 206 + 208: 137 Load 139(g_tTexcdi4) + 209: 14 Load 16(g_sSamp) + 210: 142 SampledImage 208 209 + 211: 132(ptr) AccessChain 24 86 + 212: 21(fvec3) Load 211 + 213: 32(ivec4) ImageGather 210 212 108 + Store 207(txval71) 213 + 215: 148 Load 150(g_tTexcdu4) + 216: 14 Load 16(g_sSamp) + 217: 153 SampledImage 215 216 + 218: 132(ptr) AccessChain 24 86 + 219: 21(fvec3) Load 218 + 220: 46(ivec4) ImageGather 217 219 108 + Store 214(txval72) 220 + 226: 8(ptr) AccessChain 223(psout) 30 + Store 226 225 + 228: 227(ptr) AccessChain 223(psout) 26 + Store 228 224 + 231: 8(ptr) AccessChain 223(psout) 30 + 232: 7(fvec4) Load 231 + Store 230(Color) 232 + 235: 227(ptr) AccessChain 223(psout) 26 + 236: 6(float) Load 235 + Store 234(Depth) 236 Return FunctionEnd diff --git a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out index a869ba731..a04010f36 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:39 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Function Parameters: 0:? Sequence 0:46 Sequence @@ -12,8 +12,14 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler (temp sampler2D) 0:46 'g_tTex2df4' (uniform texture2D) 0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 'c2' (uniform 2-component vector of float) -0:46 'o2' (uniform 2-component vector of int) +0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 1 (const uint) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) 0:46 Constant: 0:46 0 (const int) 0:47 Sequence @@ -23,8 +29,14 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler (temp isampler2D) 0:47 'g_tTex2di4' (uniform itexture2D) 0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 'c2' (uniform 2-component vector of float) -0:47 'o2' (uniform 2-component vector of int) +0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:47 Constant: +0:47 1 (const uint) +0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:47 Constant: +0:47 5 (const uint) 0:47 Constant: 0:47 0 (const int) 0:48 Sequence @@ -34,8 +46,14 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler (temp usampler2D) 0:48 'g_tTex2du4' (uniform utexture2D) 0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 'c2' (uniform 2-component vector of float) -0:48 'o2' (uniform 2-component vector of int) +0:48 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:48 Constant: +0:48 1 (const uint) +0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:48 Constant: +0:48 5 (const uint) 0:48 Constant: 0:48 0 (const int) 0:50 Sequence @@ -45,12 +63,27 @@ gl_FragCoord origin is upper left 0:50 Construct combined texture-sampler (temp sampler2D) 0:50 'g_tTex2df4' (uniform texture2D) 0:50 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:50 'c2' (uniform 2-component vector of float) +0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 1 (const uint) 0:50 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:50 'o2' (uniform 2-component vector of int) -0:50 'o2' (uniform 2-component vector of int) -0:50 'o2' (uniform 2-component vector of int) -0:50 'o2' (uniform 2-component vector of int) +0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 5 (const uint) +0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 5 (const uint) +0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 5 (const uint) +0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 5 (const uint) 0:50 Constant: 0:50 0 (const int) 0:51 Sequence @@ -60,12 +93,27 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler (temp isampler2D) 0:51 'g_tTex2di4' (uniform itexture2D) 0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 'c2' (uniform 2-component vector of float) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 1 (const uint) 0:51 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:51 'o2' (uniform 2-component vector of int) -0:51 'o2' (uniform 2-component vector of int) -0:51 'o2' (uniform 2-component vector of int) -0:51 'o2' (uniform 2-component vector of int) +0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 5 (const uint) +0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 5 (const uint) +0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 5 (const uint) +0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 5 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence @@ -75,12 +123,27 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler (temp usampler2D) 0:52 'g_tTex2du4' (uniform utexture2D) 0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 'c2' (uniform 2-component vector of float) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:52 'o2' (uniform 2-component vector of int) -0:52 'o2' (uniform 2-component vector of int) -0:52 'o2' (uniform 2-component vector of int) -0:52 'o2' (uniform 2-component vector of int) +0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 5 (const uint) +0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 5 (const uint) +0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 5 (const uint) +0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 5 (const uint) 0:52 Constant: 0:52 0 (const int) 0:62 Sequence @@ -90,8 +153,14 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler (temp sampler2D) 0:62 'g_tTex2df4' (uniform texture2D) 0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 'c2' (uniform 2-component vector of float) -0:62 'o2' (uniform 2-component vector of int) +0:62 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 1 (const uint) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) 0:62 Constant: 0:62 1 (const int) 0:63 Sequence @@ -101,8 +170,14 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler (temp isampler2D) 0:63 'g_tTex2di4' (uniform itexture2D) 0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 'c2' (uniform 2-component vector of float) -0:63 'o2' (uniform 2-component vector of int) +0:63 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:63 Constant: +0:63 1 (const uint) +0:63 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:63 Constant: +0:63 5 (const uint) 0:63 Constant: 0:63 1 (const int) 0:64 Sequence @@ -112,8 +187,14 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler (temp usampler2D) 0:64 'g_tTex2du4' (uniform utexture2D) 0:64 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:64 'c2' (uniform 2-component vector of float) -0:64 'o2' (uniform 2-component vector of int) +0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:64 Constant: +0:64 1 (const uint) +0:64 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:64 Constant: +0:64 5 (const uint) 0:64 Constant: 0:64 1 (const int) 0:66 Sequence @@ -123,12 +204,27 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler (temp sampler2D) 0:66 'g_tTex2df4' (uniform texture2D) 0:66 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:66 'c2' (uniform 2-component vector of float) +0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 1 (const uint) 0:66 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:66 'o2' (uniform 2-component vector of int) -0:66 'o2' (uniform 2-component vector of int) -0:66 'o2' (uniform 2-component vector of int) -0:66 'o2' (uniform 2-component vector of int) +0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 5 (const uint) +0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 5 (const uint) +0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 5 (const uint) +0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 5 (const uint) 0:66 Constant: 0:66 1 (const int) 0:67 Sequence @@ -138,12 +234,27 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler (temp isampler2D) 0:67 'g_tTex2di4' (uniform itexture2D) 0:67 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:67 'c2' (uniform 2-component vector of float) +0:67 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 1 (const uint) 0:67 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:67 'o2' (uniform 2-component vector of int) -0:67 'o2' (uniform 2-component vector of int) -0:67 'o2' (uniform 2-component vector of int) -0:67 'o2' (uniform 2-component vector of int) +0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 5 (const uint) +0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 5 (const uint) +0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 5 (const uint) +0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 5 (const uint) 0:67 Constant: 0:67 1 (const int) 0:68 Sequence @@ -153,12 +264,27 @@ gl_FragCoord origin is upper left 0:68 Construct combined texture-sampler (temp usampler2D) 0:68 'g_tTex2du4' (uniform utexture2D) 0:68 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:68 'c2' (uniform 2-component vector of float) +0:68 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 1 (const uint) 0:68 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:68 'o2' (uniform 2-component vector of int) -0:68 'o2' (uniform 2-component vector of int) -0:68 'o2' (uniform 2-component vector of int) -0:68 'o2' (uniform 2-component vector of int) +0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 5 (const uint) +0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 5 (const uint) +0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 5 (const uint) +0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 5 (const uint) 0:68 Constant: 0:68 1 (const int) 0:78 Sequence @@ -168,8 +294,14 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler (temp sampler2D) 0:78 'g_tTex2df4' (uniform texture2D) 0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:78 'c2' (uniform 2-component vector of float) -0:78 'o2' (uniform 2-component vector of int) +0:78 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 1 (const uint) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) 0:78 Constant: 0:78 2 (const int) 0:79 Sequence @@ -179,8 +311,14 @@ gl_FragCoord origin is upper left 0:79 Construct combined texture-sampler (temp isampler2D) 0:79 'g_tTex2di4' (uniform itexture2D) 0:79 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:79 'c2' (uniform 2-component vector of float) -0:79 'o2' (uniform 2-component vector of int) +0:79 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:79 Constant: +0:79 1 (const uint) +0:79 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:79 Constant: +0:79 5 (const uint) 0:79 Constant: 0:79 2 (const int) 0:80 Sequence @@ -190,8 +328,14 @@ gl_FragCoord origin is upper left 0:80 Construct combined texture-sampler (temp usampler2D) 0:80 'g_tTex2du4' (uniform utexture2D) 0:80 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:80 'c2' (uniform 2-component vector of float) -0:80 'o2' (uniform 2-component vector of int) +0:80 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:80 Constant: +0:80 1 (const uint) +0:80 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:80 Constant: +0:80 5 (const uint) 0:80 Constant: 0:80 2 (const int) 0:82 Sequence @@ -201,12 +345,27 @@ gl_FragCoord origin is upper left 0:82 Construct combined texture-sampler (temp sampler2D) 0:82 'g_tTex2df4' (uniform texture2D) 0:82 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:82 'c2' (uniform 2-component vector of float) +0:82 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 1 (const uint) 0:82 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:82 'o2' (uniform 2-component vector of int) -0:82 'o2' (uniform 2-component vector of int) -0:82 'o2' (uniform 2-component vector of int) -0:82 'o2' (uniform 2-component vector of int) +0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 5 (const uint) +0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 5 (const uint) +0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 5 (const uint) +0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 5 (const uint) 0:82 Constant: 0:82 2 (const int) 0:83 Sequence @@ -216,12 +375,27 @@ gl_FragCoord origin is upper left 0:83 Construct combined texture-sampler (temp isampler2D) 0:83 'g_tTex2di4' (uniform itexture2D) 0:83 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:83 'c2' (uniform 2-component vector of float) +0:83 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 1 (const uint) 0:83 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:83 'o2' (uniform 2-component vector of int) -0:83 'o2' (uniform 2-component vector of int) -0:83 'o2' (uniform 2-component vector of int) -0:83 'o2' (uniform 2-component vector of int) +0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 5 (const uint) +0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 5 (const uint) +0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 5 (const uint) +0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 5 (const uint) 0:83 Constant: 0:83 2 (const int) 0:84 Sequence @@ -231,12 +405,27 @@ gl_FragCoord origin is upper left 0:84 Construct combined texture-sampler (temp usampler2D) 0:84 'g_tTex2du4' (uniform utexture2D) 0:84 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:84 'c2' (uniform 2-component vector of float) +0:84 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 1 (const uint) 0:84 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:84 'o2' (uniform 2-component vector of int) -0:84 'o2' (uniform 2-component vector of int) -0:84 'o2' (uniform 2-component vector of int) -0:84 'o2' (uniform 2-component vector of int) +0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 5 (const uint) +0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 5 (const uint) +0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 5 (const uint) +0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 5 (const uint) 0:84 Constant: 0:84 2 (const int) 0:94 Sequence @@ -246,8 +435,14 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler (temp sampler2D) 0:94 'g_tTex2df4' (uniform texture2D) 0:94 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:94 'c2' (uniform 2-component vector of float) -0:94 'o2' (uniform 2-component vector of int) +0:94 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 1 (const uint) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) 0:94 Constant: 0:94 3 (const int) 0:95 Sequence @@ -257,8 +452,14 @@ gl_FragCoord origin is upper left 0:95 Construct combined texture-sampler (temp isampler2D) 0:95 'g_tTex2di4' (uniform itexture2D) 0:95 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:95 'c2' (uniform 2-component vector of float) -0:95 'o2' (uniform 2-component vector of int) +0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:95 Constant: +0:95 1 (const uint) +0:95 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:95 Constant: +0:95 5 (const uint) 0:95 Constant: 0:95 3 (const int) 0:96 Sequence @@ -268,8 +469,14 @@ gl_FragCoord origin is upper left 0:96 Construct combined texture-sampler (temp usampler2D) 0:96 'g_tTex2du4' (uniform utexture2D) 0:96 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:96 'c2' (uniform 2-component vector of float) -0:96 'o2' (uniform 2-component vector of int) +0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:96 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:96 Constant: +0:96 1 (const uint) +0:96 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:96 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:96 Constant: +0:96 5 (const uint) 0:96 Constant: 0:96 3 (const int) 0:98 Sequence @@ -279,12 +486,27 @@ gl_FragCoord origin is upper left 0:98 Construct combined texture-sampler (temp sampler2D) 0:98 'g_tTex2df4' (uniform texture2D) 0:98 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:98 'c2' (uniform 2-component vector of float) +0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 1 (const uint) 0:98 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:98 'o2' (uniform 2-component vector of int) -0:98 'o2' (uniform 2-component vector of int) -0:98 'o2' (uniform 2-component vector of int) -0:98 'o2' (uniform 2-component vector of int) +0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 5 (const uint) +0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 5 (const uint) +0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 5 (const uint) +0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 5 (const uint) 0:98 Constant: 0:98 3 (const int) 0:99 Sequence @@ -294,12 +516,27 @@ gl_FragCoord origin is upper left 0:99 Construct combined texture-sampler (temp isampler2D) 0:99 'g_tTex2di4' (uniform itexture2D) 0:99 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:99 'c2' (uniform 2-component vector of float) +0:99 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 1 (const uint) 0:99 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:99 'o2' (uniform 2-component vector of int) -0:99 'o2' (uniform 2-component vector of int) -0:99 'o2' (uniform 2-component vector of int) -0:99 'o2' (uniform 2-component vector of int) +0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 5 (const uint) +0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 5 (const uint) +0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 5 (const uint) +0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 5 (const uint) 0:99 Constant: 0:99 3 (const int) 0:100 Sequence @@ -309,12 +546,27 @@ gl_FragCoord origin is upper left 0:100 Construct combined texture-sampler (temp usampler2D) 0:100 'g_tTex2du4' (uniform utexture2D) 0:100 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:100 'c2' (uniform 2-component vector of float) +0:100 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 1 (const uint) 0:100 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:100 'o2' (uniform 2-component vector of int) -0:100 'o2' (uniform 2-component vector of int) -0:100 'o2' (uniform 2-component vector of int) -0:100 'o2' (uniform 2-component vector of int) +0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 5 (const uint) +0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 5 (const uint) +0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 5 (const uint) +0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 5 (const uint) 0:100 Constant: 0:100 3 (const int) 0:112 move second child to first child (temp 4-component vector of float) @@ -365,16 +617,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'c1' (uniform float) -0:? 'c2' (uniform 2-component vector of float) -0:? 'c3' (uniform 3-component vector of float) -0:? 'c4' (uniform 4-component vector of float) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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: @@ -383,7 +628,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:39 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Function Parameters: 0:? Sequence 0:46 Sequence @@ -393,8 +638,14 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler (temp sampler2D) 0:46 'g_tTex2df4' (uniform texture2D) 0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 'c2' (uniform 2-component vector of float) -0:46 'o2' (uniform 2-component vector of int) +0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 1 (const uint) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) 0:46 Constant: 0:46 0 (const int) 0:47 Sequence @@ -404,8 +655,14 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler (temp isampler2D) 0:47 'g_tTex2di4' (uniform itexture2D) 0:47 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:47 'c2' (uniform 2-component vector of float) -0:47 'o2' (uniform 2-component vector of int) +0:47 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:47 Constant: +0:47 1 (const uint) +0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:47 Constant: +0:47 5 (const uint) 0:47 Constant: 0:47 0 (const int) 0:48 Sequence @@ -415,8 +672,14 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler (temp usampler2D) 0:48 'g_tTex2du4' (uniform utexture2D) 0:48 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:48 'c2' (uniform 2-component vector of float) -0:48 'o2' (uniform 2-component vector of int) +0:48 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:48 Constant: +0:48 1 (const uint) +0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:48 Constant: +0:48 5 (const uint) 0:48 Constant: 0:48 0 (const int) 0:50 Sequence @@ -426,12 +689,27 @@ gl_FragCoord origin is upper left 0:50 Construct combined texture-sampler (temp sampler2D) 0:50 'g_tTex2df4' (uniform texture2D) 0:50 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:50 'c2' (uniform 2-component vector of float) +0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 1 (const uint) 0:50 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:50 'o2' (uniform 2-component vector of int) -0:50 'o2' (uniform 2-component vector of int) -0:50 'o2' (uniform 2-component vector of int) -0:50 'o2' (uniform 2-component vector of int) +0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 5 (const uint) +0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 5 (const uint) +0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 5 (const uint) +0:50 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:50 Constant: +0:50 5 (const uint) 0:50 Constant: 0:50 0 (const int) 0:51 Sequence @@ -441,12 +719,27 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler (temp isampler2D) 0:51 'g_tTex2di4' (uniform itexture2D) 0:51 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:51 'c2' (uniform 2-component vector of float) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 1 (const uint) 0:51 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:51 'o2' (uniform 2-component vector of int) -0:51 'o2' (uniform 2-component vector of int) -0:51 'o2' (uniform 2-component vector of int) -0:51 'o2' (uniform 2-component vector of int) +0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 5 (const uint) +0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 5 (const uint) +0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 5 (const uint) +0:51 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:51 Constant: +0:51 5 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 Sequence @@ -456,12 +749,27 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler (temp usampler2D) 0:52 'g_tTex2du4' (uniform utexture2D) 0:52 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:52 'c2' (uniform 2-component vector of float) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:52 'o2' (uniform 2-component vector of int) -0:52 'o2' (uniform 2-component vector of int) -0:52 'o2' (uniform 2-component vector of int) -0:52 'o2' (uniform 2-component vector of int) +0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 5 (const uint) +0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 5 (const uint) +0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 5 (const uint) +0:52 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:52 Constant: +0:52 5 (const uint) 0:52 Constant: 0:52 0 (const int) 0:62 Sequence @@ -471,8 +779,14 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler (temp sampler2D) 0:62 'g_tTex2df4' (uniform texture2D) 0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 'c2' (uniform 2-component vector of float) -0:62 'o2' (uniform 2-component vector of int) +0:62 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 1 (const uint) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) 0:62 Constant: 0:62 1 (const int) 0:63 Sequence @@ -482,8 +796,14 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler (temp isampler2D) 0:63 'g_tTex2di4' (uniform itexture2D) 0:63 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:63 'c2' (uniform 2-component vector of float) -0:63 'o2' (uniform 2-component vector of int) +0:63 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:63 Constant: +0:63 1 (const uint) +0:63 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:63 Constant: +0:63 5 (const uint) 0:63 Constant: 0:63 1 (const int) 0:64 Sequence @@ -493,8 +813,14 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler (temp usampler2D) 0:64 'g_tTex2du4' (uniform utexture2D) 0:64 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:64 'c2' (uniform 2-component vector of float) -0:64 'o2' (uniform 2-component vector of int) +0:64 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:64 Constant: +0:64 1 (const uint) +0:64 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:64 Constant: +0:64 5 (const uint) 0:64 Constant: 0:64 1 (const int) 0:66 Sequence @@ -504,12 +830,27 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler (temp sampler2D) 0:66 'g_tTex2df4' (uniform texture2D) 0:66 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:66 'c2' (uniform 2-component vector of float) +0:66 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 1 (const uint) 0:66 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:66 'o2' (uniform 2-component vector of int) -0:66 'o2' (uniform 2-component vector of int) -0:66 'o2' (uniform 2-component vector of int) -0:66 'o2' (uniform 2-component vector of int) +0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 5 (const uint) +0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 5 (const uint) +0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 5 (const uint) +0:66 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:66 Constant: +0:66 5 (const uint) 0:66 Constant: 0:66 1 (const int) 0:67 Sequence @@ -519,12 +860,27 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler (temp isampler2D) 0:67 'g_tTex2di4' (uniform itexture2D) 0:67 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:67 'c2' (uniform 2-component vector of float) +0:67 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 1 (const uint) 0:67 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:67 'o2' (uniform 2-component vector of int) -0:67 'o2' (uniform 2-component vector of int) -0:67 'o2' (uniform 2-component vector of int) -0:67 'o2' (uniform 2-component vector of int) +0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 5 (const uint) +0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 5 (const uint) +0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 5 (const uint) +0:67 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:67 Constant: +0:67 5 (const uint) 0:67 Constant: 0:67 1 (const int) 0:68 Sequence @@ -534,12 +890,27 @@ gl_FragCoord origin is upper left 0:68 Construct combined texture-sampler (temp usampler2D) 0:68 'g_tTex2du4' (uniform utexture2D) 0:68 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:68 'c2' (uniform 2-component vector of float) +0:68 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 1 (const uint) 0:68 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:68 'o2' (uniform 2-component vector of int) -0:68 'o2' (uniform 2-component vector of int) -0:68 'o2' (uniform 2-component vector of int) -0:68 'o2' (uniform 2-component vector of int) +0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 5 (const uint) +0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 5 (const uint) +0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 5 (const uint) +0:68 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:68 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:68 Constant: +0:68 5 (const uint) 0:68 Constant: 0:68 1 (const int) 0:78 Sequence @@ -549,8 +920,14 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler (temp sampler2D) 0:78 'g_tTex2df4' (uniform texture2D) 0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:78 'c2' (uniform 2-component vector of float) -0:78 'o2' (uniform 2-component vector of int) +0:78 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 1 (const uint) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) 0:78 Constant: 0:78 2 (const int) 0:79 Sequence @@ -560,8 +937,14 @@ gl_FragCoord origin is upper left 0:79 Construct combined texture-sampler (temp isampler2D) 0:79 'g_tTex2di4' (uniform itexture2D) 0:79 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:79 'c2' (uniform 2-component vector of float) -0:79 'o2' (uniform 2-component vector of int) +0:79 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:79 Constant: +0:79 1 (const uint) +0:79 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:79 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:79 Constant: +0:79 5 (const uint) 0:79 Constant: 0:79 2 (const int) 0:80 Sequence @@ -571,8 +954,14 @@ gl_FragCoord origin is upper left 0:80 Construct combined texture-sampler (temp usampler2D) 0:80 'g_tTex2du4' (uniform utexture2D) 0:80 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:80 'c2' (uniform 2-component vector of float) -0:80 'o2' (uniform 2-component vector of int) +0:80 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:80 Constant: +0:80 1 (const uint) +0:80 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:80 Constant: +0:80 5 (const uint) 0:80 Constant: 0:80 2 (const int) 0:82 Sequence @@ -582,12 +971,27 @@ gl_FragCoord origin is upper left 0:82 Construct combined texture-sampler (temp sampler2D) 0:82 'g_tTex2df4' (uniform texture2D) 0:82 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:82 'c2' (uniform 2-component vector of float) +0:82 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 1 (const uint) 0:82 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:82 'o2' (uniform 2-component vector of int) -0:82 'o2' (uniform 2-component vector of int) -0:82 'o2' (uniform 2-component vector of int) -0:82 'o2' (uniform 2-component vector of int) +0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 5 (const uint) +0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 5 (const uint) +0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 5 (const uint) +0:82 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:82 Constant: +0:82 5 (const uint) 0:82 Constant: 0:82 2 (const int) 0:83 Sequence @@ -597,12 +1001,27 @@ gl_FragCoord origin is upper left 0:83 Construct combined texture-sampler (temp isampler2D) 0:83 'g_tTex2di4' (uniform itexture2D) 0:83 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:83 'c2' (uniform 2-component vector of float) +0:83 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 1 (const uint) 0:83 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:83 'o2' (uniform 2-component vector of int) -0:83 'o2' (uniform 2-component vector of int) -0:83 'o2' (uniform 2-component vector of int) -0:83 'o2' (uniform 2-component vector of int) +0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 5 (const uint) +0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 5 (const uint) +0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 5 (const uint) +0:83 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:83 Constant: +0:83 5 (const uint) 0:83 Constant: 0:83 2 (const int) 0:84 Sequence @@ -612,12 +1031,27 @@ gl_FragCoord origin is upper left 0:84 Construct combined texture-sampler (temp usampler2D) 0:84 'g_tTex2du4' (uniform utexture2D) 0:84 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:84 'c2' (uniform 2-component vector of float) +0:84 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 1 (const uint) 0:84 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:84 'o2' (uniform 2-component vector of int) -0:84 'o2' (uniform 2-component vector of int) -0:84 'o2' (uniform 2-component vector of int) -0:84 'o2' (uniform 2-component vector of int) +0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 5 (const uint) +0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 5 (const uint) +0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 5 (const uint) +0:84 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:84 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:84 Constant: +0:84 5 (const uint) 0:84 Constant: 0:84 2 (const int) 0:94 Sequence @@ -627,8 +1061,14 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler (temp sampler2D) 0:94 'g_tTex2df4' (uniform texture2D) 0:94 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:94 'c2' (uniform 2-component vector of float) -0:94 'o2' (uniform 2-component vector of int) +0:94 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 1 (const uint) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) 0:94 Constant: 0:94 3 (const int) 0:95 Sequence @@ -638,8 +1078,14 @@ gl_FragCoord origin is upper left 0:95 Construct combined texture-sampler (temp isampler2D) 0:95 'g_tTex2di4' (uniform itexture2D) 0:95 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:95 'c2' (uniform 2-component vector of float) -0:95 'o2' (uniform 2-component vector of int) +0:95 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:95 Constant: +0:95 1 (const uint) +0:95 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:95 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:95 Constant: +0:95 5 (const uint) 0:95 Constant: 0:95 3 (const int) 0:96 Sequence @@ -649,8 +1095,14 @@ gl_FragCoord origin is upper left 0:96 Construct combined texture-sampler (temp usampler2D) 0:96 'g_tTex2du4' (uniform utexture2D) 0:96 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:96 'c2' (uniform 2-component vector of float) -0:96 'o2' (uniform 2-component vector of int) +0:96 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:96 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:96 Constant: +0:96 1 (const uint) +0:96 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:96 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:96 Constant: +0:96 5 (const uint) 0:96 Constant: 0:96 3 (const int) 0:98 Sequence @@ -660,12 +1112,27 @@ gl_FragCoord origin is upper left 0:98 Construct combined texture-sampler (temp sampler2D) 0:98 'g_tTex2df4' (uniform texture2D) 0:98 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:98 'c2' (uniform 2-component vector of float) +0:98 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 1 (const uint) 0:98 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:98 'o2' (uniform 2-component vector of int) -0:98 'o2' (uniform 2-component vector of int) -0:98 'o2' (uniform 2-component vector of int) -0:98 'o2' (uniform 2-component vector of int) +0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 5 (const uint) +0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 5 (const uint) +0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 5 (const uint) +0:98 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:98 Constant: +0:98 5 (const uint) 0:98 Constant: 0:98 3 (const int) 0:99 Sequence @@ -675,12 +1142,27 @@ gl_FragCoord origin is upper left 0:99 Construct combined texture-sampler (temp isampler2D) 0:99 'g_tTex2di4' (uniform itexture2D) 0:99 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:99 'c2' (uniform 2-component vector of float) +0:99 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 1 (const uint) 0:99 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:99 'o2' (uniform 2-component vector of int) -0:99 'o2' (uniform 2-component vector of int) -0:99 'o2' (uniform 2-component vector of int) -0:99 'o2' (uniform 2-component vector of int) +0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 5 (const uint) +0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 5 (const uint) +0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 5 (const uint) +0:99 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:99 Constant: +0:99 5 (const uint) 0:99 Constant: 0:99 3 (const int) 0:100 Sequence @@ -690,12 +1172,27 @@ gl_FragCoord origin is upper left 0:100 Construct combined texture-sampler (temp usampler2D) 0:100 'g_tTex2du4' (uniform utexture2D) 0:100 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:100 'c2' (uniform 2-component vector of float) +0:100 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of float) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 1 (const uint) 0:100 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:100 'o2' (uniform 2-component vector of int) -0:100 'o2' (uniform 2-component vector of int) -0:100 'o2' (uniform 2-component vector of int) -0:100 'o2' (uniform 2-component vector of int) +0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 5 (const uint) +0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 5 (const uint) +0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 5 (const uint) +0:100 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:100 Constant: +0:100 5 (const uint) 0:100 Constant: 0:100 3 (const int) 0:112 move second child to first child (temp 4-component vector of float) @@ -746,102 +1243,107 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) -0:? 'c1' (uniform float) -0:? 'c2' (uniform 2-component vector of float) -0:? 'c3' (uniform 3-component vector of float) -0:? 'c4' (uniform 4-component vector of float) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 318 +// Id's are bound by 392 Capability Shader Capability ImageGatherExtended Capability Sampled1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 267 271 + EntryPoint Fragment 4 "main" 355 359 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "txval001" Name 12 "g_tTex2df4" Name 16 "g_sSamp" - Name 22 "c2" - Name 27 "o2" - Name 33 "txval011" - Name 36 "g_tTex2di4" - Name 47 "txval021" - Name 50 "g_tTex2du4" - Name 58 "txval004" - Name 71 "txval014" - Name 82 "txval024" - Name 93 "txval101" - Name 101 "txval111" - Name 108 "txval121" - Name 115 "txval104" - Name 126 "txval114" - Name 137 "txval124" - Name 148 "txval201" - Name 156 "txval211" - Name 163 "txval221" - Name 170 "txval204" - Name 181 "txval214" - Name 192 "txval224" - Name 203 "txval301" - Name 211 "txval311" - Name 218 "txval321" - Name 225 "txval304" - Name 236 "txval314" - Name 247 "txval324" - Name 258 "PS_OUTPUT" - MemberName 258(PS_OUTPUT) 0 "Color" - MemberName 258(PS_OUTPUT) 1 "Depth" - Name 260 "psout" - Name 267 "Color" - Name 271 "Depth" - Name 275 "g_sSamp2d" - Name 278 "g_tTex1df4a" - Name 279 "g_tTex1df4" - Name 282 "g_tTex1di4" - Name 285 "g_tTex1du4" - Name 288 "g_tTex3df4" - Name 291 "g_tTex3di4" - Name 294 "g_tTex3du4" - Name 297 "g_tTexcdf4" - Name 300 "g_tTexcdi4" - Name 303 "g_tTexcdu4" - Name 305 "c1" - Name 308 "c3" - Name 310 "c4" - Name 312 "o1" - Name 315 "o3" - Name 317 "o4" + Name 26 "$Global" + MemberName 26($Global) 0 "c1" + MemberName 26($Global) 1 "c2" + MemberName 26($Global) 2 "c3" + MemberName 26($Global) 3 "c4" + MemberName 26($Global) 4 "o1" + MemberName 26($Global) 5 "o2" + MemberName 26($Global) 6 "o3" + MemberName 26($Global) 7 "o4" + Name 28 "" + Name 40 "txval011" + Name 43 "g_tTex2di4" + Name 56 "txval021" + Name 59 "g_tTex2du4" + Name 69 "txval004" + Name 87 "txval014" + Name 103 "txval024" + Name 119 "txval101" + Name 128 "txval111" + Name 137 "txval121" + Name 146 "txval104" + Name 162 "txval114" + Name 178 "txval124" + Name 194 "txval201" + Name 204 "txval211" + Name 213 "txval221" + Name 222 "txval204" + Name 238 "txval214" + Name 254 "txval224" + Name 270 "txval301" + Name 280 "txval311" + Name 289 "txval321" + Name 298 "txval304" + Name 314 "txval314" + Name 330 "txval324" + Name 346 "PS_OUTPUT" + MemberName 346(PS_OUTPUT) 0 "Color" + MemberName 346(PS_OUTPUT) 1 "Depth" + Name 348 "psout" + Name 355 "Color" + Name 359 "Depth" + Name 363 "g_sSamp2d" + Name 366 "g_tTex1df4a" + Name 367 "g_tTex1df4" + Name 370 "g_tTex1di4" + Name 373 "g_tTex1du4" + Name 376 "g_tTex3df4" + Name 379 "g_tTex3di4" + Name 382 "g_tTex3du4" + Name 385 "g_tTexcdf4" + Name 388 "g_tTexcdi4" + Name 391 "g_tTexcdu4" Decorate 12(g_tTex2df4) DescriptorSet 0 Decorate 16(g_sSamp) DescriptorSet 0 Decorate 16(g_sSamp) Binding 0 - Decorate 36(g_tTex2di4) DescriptorSet 0 - Decorate 50(g_tTex2du4) DescriptorSet 0 - Decorate 267(Color) Location 0 - Decorate 271(Depth) BuiltIn FragDepth - Decorate 275(g_sSamp2d) DescriptorSet 0 - Decorate 278(g_tTex1df4a) DescriptorSet 0 - Decorate 278(g_tTex1df4a) Binding 1 - Decorate 279(g_tTex1df4) DescriptorSet 0 - Decorate 279(g_tTex1df4) Binding 0 - Decorate 282(g_tTex1di4) DescriptorSet 0 - Decorate 285(g_tTex1du4) DescriptorSet 0 - Decorate 288(g_tTex3df4) DescriptorSet 0 - Decorate 291(g_tTex3di4) DescriptorSet 0 - Decorate 294(g_tTex3du4) DescriptorSet 0 - Decorate 297(g_tTexcdf4) DescriptorSet 0 - Decorate 300(g_tTexcdi4) DescriptorSet 0 - Decorate 303(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 26($Global) 0 Offset 0 + MemberDecorate 26($Global) 1 Offset 8 + MemberDecorate 26($Global) 2 Offset 16 + MemberDecorate 26($Global) 3 Offset 32 + MemberDecorate 26($Global) 4 Offset 48 + MemberDecorate 26($Global) 5 Offset 56 + MemberDecorate 26($Global) 6 Offset 64 + MemberDecorate 26($Global) 7 Offset 80 + Decorate 26($Global) Block + Decorate 28 DescriptorSet 0 + Decorate 43(g_tTex2di4) DescriptorSet 0 + Decorate 59(g_tTex2du4) DescriptorSet 0 + Decorate 355(Color) Location 0 + Decorate 359(Depth) BuiltIn FragDepth + Decorate 363(g_sSamp2d) DescriptorSet 0 + Decorate 366(g_tTex1df4a) DescriptorSet 0 + Decorate 366(g_tTex1df4a) Binding 1 + Decorate 367(g_tTex1df4) DescriptorSet 0 + Decorate 367(g_tTex1df4) Binding 0 + Decorate 370(g_tTex1di4) DescriptorSet 0 + Decorate 373(g_tTex1du4) DescriptorSet 0 + Decorate 376(g_tTex3df4) DescriptorSet 0 + Decorate 379(g_tTex3di4) DescriptorSet 0 + Decorate 382(g_tTex3du4) DescriptorSet 0 + Decorate 385(g_tTexcdf4) DescriptorSet 0 + Decorate 388(g_tTexcdi4) DescriptorSet 0 + Decorate 391(g_tTexcdu4) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -855,335 +1357,409 @@ gl_FragCoord origin is upper left 16(g_sSamp): 15(ptr) Variable UniformConstant 18: TypeSampledImage 10 20: TypeVector 6(float) 2 - 21: TypePointer UniformConstant 20(fvec2) - 22(c2): 21(ptr) Variable UniformConstant - 24: TypeInt 32 1 - 25: TypeVector 24(int) 2 - 26: TypePointer UniformConstant 25(ivec2) - 27(o2): 26(ptr) Variable UniformConstant - 29: 24(int) Constant 0 - 31: TypeVector 24(int) 4 - 32: TypePointer Function 31(ivec4) - 34: TypeImage 24(int) 2D sampled format:Unknown - 35: TypePointer UniformConstant 34 - 36(g_tTex2di4): 35(ptr) Variable UniformConstant - 39: TypeSampledImage 34 - 44: TypeInt 32 0 - 45: TypeVector 44(int) 4 - 46: TypePointer Function 45(ivec4) - 48: TypeImage 44(int) 2D sampled format:Unknown - 49: TypePointer UniformConstant 48 - 50(g_tTex2du4): 49(ptr) Variable UniformConstant - 53: TypeSampledImage 48 - 67: 44(int) Constant 4 - 68: TypeArray 25(ivec2) 67 - 99: 24(int) Constant 1 - 154: 24(int) Constant 2 - 209: 24(int) Constant 3 - 258(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) - 259: TypePointer Function 258(PS_OUTPUT) - 261: 6(float) Constant 1065353216 - 262: 7(fvec4) ConstantComposite 261 261 261 261 - 264: TypePointer Function 6(float) - 266: TypePointer Output 7(fvec4) - 267(Color): 266(ptr) Variable Output - 270: TypePointer Output 6(float) - 271(Depth): 270(ptr) Variable Output - 275(g_sSamp2d): 15(ptr) Variable UniformConstant - 276: TypeImage 6(float) 1D sampled format:Unknown - 277: TypePointer UniformConstant 276 -278(g_tTex1df4a): 277(ptr) Variable UniformConstant - 279(g_tTex1df4): 277(ptr) Variable UniformConstant - 280: TypeImage 24(int) 1D sampled format:Unknown - 281: TypePointer UniformConstant 280 - 282(g_tTex1di4): 281(ptr) Variable UniformConstant - 283: TypeImage 44(int) 1D sampled format:Unknown - 284: TypePointer UniformConstant 283 - 285(g_tTex1du4): 284(ptr) Variable UniformConstant - 286: TypeImage 6(float) 3D sampled format:Unknown - 287: TypePointer UniformConstant 286 - 288(g_tTex3df4): 287(ptr) Variable UniformConstant - 289: TypeImage 24(int) 3D sampled format:Unknown - 290: TypePointer UniformConstant 289 - 291(g_tTex3di4): 290(ptr) Variable UniformConstant - 292: TypeImage 44(int) 3D sampled format:Unknown - 293: TypePointer UniformConstant 292 - 294(g_tTex3du4): 293(ptr) Variable UniformConstant - 295: TypeImage 6(float) Cube sampled format:Unknown - 296: TypePointer UniformConstant 295 - 297(g_tTexcdf4): 296(ptr) Variable UniformConstant - 298: TypeImage 24(int) Cube sampled format:Unknown - 299: TypePointer UniformConstant 298 - 300(g_tTexcdi4): 299(ptr) Variable UniformConstant - 301: TypeImage 44(int) Cube sampled format:Unknown - 302: TypePointer UniformConstant 301 - 303(g_tTexcdu4): 302(ptr) Variable UniformConstant - 304: TypePointer UniformConstant 6(float) - 305(c1): 304(ptr) Variable UniformConstant - 306: TypeVector 6(float) 3 - 307: TypePointer UniformConstant 306(fvec3) - 308(c3): 307(ptr) Variable UniformConstant - 309: TypePointer UniformConstant 7(fvec4) - 310(c4): 309(ptr) Variable UniformConstant - 311: TypePointer UniformConstant 24(int) - 312(o1): 311(ptr) Variable UniformConstant - 313: TypeVector 24(int) 3 - 314: TypePointer UniformConstant 313(ivec3) - 315(o3): 314(ptr) Variable UniformConstant - 316: TypePointer UniformConstant 31(ivec4) - 317(o4): 316(ptr) Variable UniformConstant + 21: TypeVector 6(float) 3 + 22: TypeInt 32 1 + 23: TypeVector 22(int) 2 + 24: TypeVector 22(int) 3 + 25: TypeVector 22(int) 4 + 26($Global): TypeStruct 6(float) 20(fvec2) 21(fvec3) 7(fvec4) 22(int) 23(ivec2) 24(ivec3) 25(ivec4) + 27: TypePointer Uniform 26($Global) + 28: 27(ptr) Variable Uniform + 29: 22(int) Constant 1 + 30: TypePointer Uniform 20(fvec2) + 33: 22(int) Constant 5 + 34: TypePointer Uniform 23(ivec2) + 37: 22(int) Constant 0 + 39: TypePointer Function 25(ivec4) + 41: TypeImage 22(int) 2D sampled format:Unknown + 42: TypePointer UniformConstant 41 + 43(g_tTex2di4): 42(ptr) Variable UniformConstant + 46: TypeSampledImage 41 + 53: TypeInt 32 0 + 54: TypeVector 53(int) 4 + 55: TypePointer Function 54(ivec4) + 57: TypeImage 53(int) 2D sampled format:Unknown + 58: TypePointer UniformConstant 57 + 59(g_tTex2du4): 58(ptr) Variable UniformConstant + 62: TypeSampledImage 57 + 83: 53(int) Constant 4 + 84: TypeArray 23(ivec2) 83 + 202: 22(int) Constant 2 + 278: 22(int) Constant 3 + 346(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) + 347: TypePointer Function 346(PS_OUTPUT) + 349: 6(float) Constant 1065353216 + 350: 7(fvec4) ConstantComposite 349 349 349 349 + 352: TypePointer Function 6(float) + 354: TypePointer Output 7(fvec4) + 355(Color): 354(ptr) Variable Output + 358: TypePointer Output 6(float) + 359(Depth): 358(ptr) Variable Output + 363(g_sSamp2d): 15(ptr) Variable UniformConstant + 364: TypeImage 6(float) 1D sampled format:Unknown + 365: TypePointer UniformConstant 364 +366(g_tTex1df4a): 365(ptr) Variable UniformConstant + 367(g_tTex1df4): 365(ptr) Variable UniformConstant + 368: TypeImage 22(int) 1D sampled format:Unknown + 369: TypePointer UniformConstant 368 + 370(g_tTex1di4): 369(ptr) Variable UniformConstant + 371: TypeImage 53(int) 1D sampled format:Unknown + 372: TypePointer UniformConstant 371 + 373(g_tTex1du4): 372(ptr) Variable UniformConstant + 374: TypeImage 6(float) 3D sampled format:Unknown + 375: TypePointer UniformConstant 374 + 376(g_tTex3df4): 375(ptr) Variable UniformConstant + 377: TypeImage 22(int) 3D sampled format:Unknown + 378: TypePointer UniformConstant 377 + 379(g_tTex3di4): 378(ptr) Variable UniformConstant + 380: TypeImage 53(int) 3D sampled format:Unknown + 381: TypePointer UniformConstant 380 + 382(g_tTex3du4): 381(ptr) Variable UniformConstant + 383: TypeImage 6(float) Cube sampled format:Unknown + 384: TypePointer UniformConstant 383 + 385(g_tTexcdf4): 384(ptr) Variable UniformConstant + 386: TypeImage 22(int) Cube sampled format:Unknown + 387: TypePointer UniformConstant 386 + 388(g_tTexcdi4): 387(ptr) Variable UniformConstant + 389: TypeImage 53(int) Cube sampled format:Unknown + 390: TypePointer UniformConstant 389 + 391(g_tTexcdu4): 390(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 9(txval001): 8(ptr) Variable Function - 33(txval011): 32(ptr) Variable Function - 47(txval021): 46(ptr) Variable Function - 58(txval004): 8(ptr) Variable Function - 71(txval014): 32(ptr) Variable Function - 82(txval024): 46(ptr) Variable Function - 93(txval101): 8(ptr) Variable Function - 101(txval111): 32(ptr) Variable Function - 108(txval121): 46(ptr) Variable Function - 115(txval104): 8(ptr) Variable Function - 126(txval114): 32(ptr) Variable Function - 137(txval124): 46(ptr) Variable Function - 148(txval201): 8(ptr) Variable Function - 156(txval211): 32(ptr) Variable Function - 163(txval221): 46(ptr) Variable Function - 170(txval204): 8(ptr) Variable Function - 181(txval214): 32(ptr) Variable Function - 192(txval224): 46(ptr) Variable Function - 203(txval301): 8(ptr) Variable Function - 211(txval311): 32(ptr) Variable Function - 218(txval321): 46(ptr) Variable Function - 225(txval304): 8(ptr) Variable Function - 236(txval314): 32(ptr) Variable Function - 247(txval324): 46(ptr) Variable Function - 260(psout): 259(ptr) Variable Function + 40(txval011): 39(ptr) Variable Function + 56(txval021): 55(ptr) Variable Function + 69(txval004): 8(ptr) Variable Function + 87(txval014): 39(ptr) Variable Function + 103(txval024): 55(ptr) Variable Function + 119(txval101): 8(ptr) Variable Function + 128(txval111): 39(ptr) Variable Function + 137(txval121): 55(ptr) Variable Function + 146(txval104): 8(ptr) Variable Function + 162(txval114): 39(ptr) Variable Function + 178(txval124): 55(ptr) Variable Function + 194(txval201): 8(ptr) Variable Function + 204(txval211): 39(ptr) Variable Function + 213(txval221): 55(ptr) Variable Function + 222(txval204): 8(ptr) Variable Function + 238(txval214): 39(ptr) Variable Function + 254(txval224): 55(ptr) Variable Function + 270(txval301): 8(ptr) Variable Function + 280(txval311): 39(ptr) Variable Function + 289(txval321): 55(ptr) Variable Function + 298(txval304): 8(ptr) Variable Function + 314(txval314): 39(ptr) Variable Function + 330(txval324): 55(ptr) Variable Function + 348(psout): 347(ptr) Variable Function 13: 10 Load 12(g_tTex2df4) 17: 14 Load 16(g_sSamp) 19: 18 SampledImage 13 17 - 23: 20(fvec2) Load 22(c2) - 28: 25(ivec2) Load 27(o2) - 30: 7(fvec4) ImageGather 19 23 29 Offset 28 - Store 9(txval001) 30 - 37: 34 Load 36(g_tTex2di4) - 38: 14 Load 16(g_sSamp) - 40: 39 SampledImage 37 38 - 41: 20(fvec2) Load 22(c2) - 42: 25(ivec2) Load 27(o2) - 43: 31(ivec4) ImageGather 40 41 29 Offset 42 - Store 33(txval011) 43 - 51: 48 Load 50(g_tTex2du4) - 52: 14 Load 16(g_sSamp) - 54: 53 SampledImage 51 52 - 55: 20(fvec2) Load 22(c2) - 56: 25(ivec2) Load 27(o2) - 57: 45(ivec4) ImageGather 54 55 29 Offset 56 - Store 47(txval021) 57 - 59: 10 Load 12(g_tTex2df4) - 60: 14 Load 16(g_sSamp) - 61: 18 SampledImage 59 60 - 62: 20(fvec2) Load 22(c2) - 63: 25(ivec2) Load 27(o2) - 64: 25(ivec2) Load 27(o2) - 65: 25(ivec2) Load 27(o2) - 66: 25(ivec2) Load 27(o2) - 69: 68 CompositeConstruct 63 64 65 66 - 70: 7(fvec4) ImageGather 61 62 29 ConstOffsets 69 - Store 58(txval004) 70 - 72: 34 Load 36(g_tTex2di4) - 73: 14 Load 16(g_sSamp) - 74: 39 SampledImage 72 73 - 75: 20(fvec2) Load 22(c2) - 76: 25(ivec2) Load 27(o2) - 77: 25(ivec2) Load 27(o2) - 78: 25(ivec2) Load 27(o2) - 79: 25(ivec2) Load 27(o2) - 80: 68 CompositeConstruct 76 77 78 79 - 81: 31(ivec4) ImageGather 74 75 29 ConstOffsets 80 - Store 71(txval014) 81 - 83: 48 Load 50(g_tTex2du4) - 84: 14 Load 16(g_sSamp) - 85: 53 SampledImage 83 84 - 86: 20(fvec2) Load 22(c2) - 87: 25(ivec2) Load 27(o2) - 88: 25(ivec2) Load 27(o2) - 89: 25(ivec2) Load 27(o2) - 90: 25(ivec2) Load 27(o2) - 91: 68 CompositeConstruct 87 88 89 90 - 92: 45(ivec4) ImageGather 85 86 29 ConstOffsets 91 - Store 82(txval024) 92 - 94: 10 Load 12(g_tTex2df4) - 95: 14 Load 16(g_sSamp) - 96: 18 SampledImage 94 95 - 97: 20(fvec2) Load 22(c2) - 98: 25(ivec2) Load 27(o2) - 100: 7(fvec4) ImageGather 96 97 99 Offset 98 - Store 93(txval101) 100 - 102: 34 Load 36(g_tTex2di4) - 103: 14 Load 16(g_sSamp) - 104: 39 SampledImage 102 103 - 105: 20(fvec2) Load 22(c2) - 106: 25(ivec2) Load 27(o2) - 107: 31(ivec4) ImageGather 104 105 99 Offset 106 - Store 101(txval111) 107 - 109: 48 Load 50(g_tTex2du4) - 110: 14 Load 16(g_sSamp) - 111: 53 SampledImage 109 110 - 112: 20(fvec2) Load 22(c2) - 113: 25(ivec2) Load 27(o2) - 114: 45(ivec4) ImageGather 111 112 99 Offset 113 - Store 108(txval121) 114 - 116: 10 Load 12(g_tTex2df4) - 117: 14 Load 16(g_sSamp) - 118: 18 SampledImage 116 117 - 119: 20(fvec2) Load 22(c2) - 120: 25(ivec2) Load 27(o2) - 121: 25(ivec2) Load 27(o2) - 122: 25(ivec2) Load 27(o2) - 123: 25(ivec2) Load 27(o2) - 124: 68 CompositeConstruct 120 121 122 123 - 125: 7(fvec4) ImageGather 118 119 99 ConstOffsets 124 - Store 115(txval104) 125 - 127: 34 Load 36(g_tTex2di4) - 128: 14 Load 16(g_sSamp) - 129: 39 SampledImage 127 128 - 130: 20(fvec2) Load 22(c2) - 131: 25(ivec2) Load 27(o2) - 132: 25(ivec2) Load 27(o2) - 133: 25(ivec2) Load 27(o2) - 134: 25(ivec2) Load 27(o2) - 135: 68 CompositeConstruct 131 132 133 134 - 136: 31(ivec4) ImageGather 129 130 99 ConstOffsets 135 - Store 126(txval114) 136 - 138: 48 Load 50(g_tTex2du4) + 31: 30(ptr) AccessChain 28 29 + 32: 20(fvec2) Load 31 + 35: 34(ptr) AccessChain 28 33 + 36: 23(ivec2) Load 35 + 38: 7(fvec4) ImageGather 19 32 37 Offset 36 + Store 9(txval001) 38 + 44: 41 Load 43(g_tTex2di4) + 45: 14 Load 16(g_sSamp) + 47: 46 SampledImage 44 45 + 48: 30(ptr) AccessChain 28 29 + 49: 20(fvec2) Load 48 + 50: 34(ptr) AccessChain 28 33 + 51: 23(ivec2) Load 50 + 52: 25(ivec4) ImageGather 47 49 37 Offset 51 + Store 40(txval011) 52 + 60: 57 Load 59(g_tTex2du4) + 61: 14 Load 16(g_sSamp) + 63: 62 SampledImage 60 61 + 64: 30(ptr) AccessChain 28 29 + 65: 20(fvec2) Load 64 + 66: 34(ptr) AccessChain 28 33 + 67: 23(ivec2) Load 66 + 68: 54(ivec4) ImageGather 63 65 37 Offset 67 + Store 56(txval021) 68 + 70: 10 Load 12(g_tTex2df4) + 71: 14 Load 16(g_sSamp) + 72: 18 SampledImage 70 71 + 73: 30(ptr) AccessChain 28 29 + 74: 20(fvec2) Load 73 + 75: 34(ptr) AccessChain 28 33 + 76: 23(ivec2) Load 75 + 77: 34(ptr) AccessChain 28 33 + 78: 23(ivec2) Load 77 + 79: 34(ptr) AccessChain 28 33 + 80: 23(ivec2) Load 79 + 81: 34(ptr) AccessChain 28 33 + 82: 23(ivec2) Load 81 + 85: 84 CompositeConstruct 76 78 80 82 + 86: 7(fvec4) ImageGather 72 74 37 ConstOffsets 85 + Store 69(txval004) 86 + 88: 41 Load 43(g_tTex2di4) + 89: 14 Load 16(g_sSamp) + 90: 46 SampledImage 88 89 + 91: 30(ptr) AccessChain 28 29 + 92: 20(fvec2) Load 91 + 93: 34(ptr) AccessChain 28 33 + 94: 23(ivec2) Load 93 + 95: 34(ptr) AccessChain 28 33 + 96: 23(ivec2) Load 95 + 97: 34(ptr) AccessChain 28 33 + 98: 23(ivec2) Load 97 + 99: 34(ptr) AccessChain 28 33 + 100: 23(ivec2) Load 99 + 101: 84 CompositeConstruct 94 96 98 100 + 102: 25(ivec4) ImageGather 90 92 37 ConstOffsets 101 + Store 87(txval014) 102 + 104: 57 Load 59(g_tTex2du4) + 105: 14 Load 16(g_sSamp) + 106: 62 SampledImage 104 105 + 107: 30(ptr) AccessChain 28 29 + 108: 20(fvec2) Load 107 + 109: 34(ptr) AccessChain 28 33 + 110: 23(ivec2) Load 109 + 111: 34(ptr) AccessChain 28 33 + 112: 23(ivec2) Load 111 + 113: 34(ptr) AccessChain 28 33 + 114: 23(ivec2) Load 113 + 115: 34(ptr) AccessChain 28 33 + 116: 23(ivec2) Load 115 + 117: 84 CompositeConstruct 110 112 114 116 + 118: 54(ivec4) ImageGather 106 108 37 ConstOffsets 117 + Store 103(txval024) 118 + 120: 10 Load 12(g_tTex2df4) + 121: 14 Load 16(g_sSamp) + 122: 18 SampledImage 120 121 + 123: 30(ptr) AccessChain 28 29 + 124: 20(fvec2) Load 123 + 125: 34(ptr) AccessChain 28 33 + 126: 23(ivec2) Load 125 + 127: 7(fvec4) ImageGather 122 124 29 Offset 126 + Store 119(txval101) 127 + 129: 41 Load 43(g_tTex2di4) + 130: 14 Load 16(g_sSamp) + 131: 46 SampledImage 129 130 + 132: 30(ptr) AccessChain 28 29 + 133: 20(fvec2) Load 132 + 134: 34(ptr) AccessChain 28 33 + 135: 23(ivec2) Load 134 + 136: 25(ivec4) ImageGather 131 133 29 Offset 135 + Store 128(txval111) 136 + 138: 57 Load 59(g_tTex2du4) 139: 14 Load 16(g_sSamp) - 140: 53 SampledImage 138 139 - 141: 20(fvec2) Load 22(c2) - 142: 25(ivec2) Load 27(o2) - 143: 25(ivec2) Load 27(o2) - 144: 25(ivec2) Load 27(o2) - 145: 25(ivec2) Load 27(o2) - 146: 68 CompositeConstruct 142 143 144 145 - 147: 45(ivec4) ImageGather 140 141 99 ConstOffsets 146 - Store 137(txval124) 147 - 149: 10 Load 12(g_tTex2df4) - 150: 14 Load 16(g_sSamp) - 151: 18 SampledImage 149 150 - 152: 20(fvec2) Load 22(c2) - 153: 25(ivec2) Load 27(o2) - 155: 7(fvec4) ImageGather 151 152 154 Offset 153 - Store 148(txval201) 155 - 157: 34 Load 36(g_tTex2di4) - 158: 14 Load 16(g_sSamp) - 159: 39 SampledImage 157 158 - 160: 20(fvec2) Load 22(c2) - 161: 25(ivec2) Load 27(o2) - 162: 31(ivec4) ImageGather 159 160 154 Offset 161 - Store 156(txval211) 162 - 164: 48 Load 50(g_tTex2du4) - 165: 14 Load 16(g_sSamp) - 166: 53 SampledImage 164 165 - 167: 20(fvec2) Load 22(c2) - 168: 25(ivec2) Load 27(o2) - 169: 45(ivec4) ImageGather 166 167 154 Offset 168 - Store 163(txval221) 169 - 171: 10 Load 12(g_tTex2df4) - 172: 14 Load 16(g_sSamp) - 173: 18 SampledImage 171 172 - 174: 20(fvec2) Load 22(c2) - 175: 25(ivec2) Load 27(o2) - 176: 25(ivec2) Load 27(o2) - 177: 25(ivec2) Load 27(o2) - 178: 25(ivec2) Load 27(o2) - 179: 68 CompositeConstruct 175 176 177 178 - 180: 7(fvec4) ImageGather 173 174 154 ConstOffsets 179 - Store 170(txval204) 180 - 182: 34 Load 36(g_tTex2di4) - 183: 14 Load 16(g_sSamp) - 184: 39 SampledImage 182 183 - 185: 20(fvec2) Load 22(c2) - 186: 25(ivec2) Load 27(o2) - 187: 25(ivec2) Load 27(o2) - 188: 25(ivec2) Load 27(o2) - 189: 25(ivec2) Load 27(o2) - 190: 68 CompositeConstruct 186 187 188 189 - 191: 31(ivec4) ImageGather 184 185 154 ConstOffsets 190 - Store 181(txval214) 191 - 193: 48 Load 50(g_tTex2du4) - 194: 14 Load 16(g_sSamp) - 195: 53 SampledImage 193 194 - 196: 20(fvec2) Load 22(c2) - 197: 25(ivec2) Load 27(o2) - 198: 25(ivec2) Load 27(o2) - 199: 25(ivec2) Load 27(o2) - 200: 25(ivec2) Load 27(o2) - 201: 68 CompositeConstruct 197 198 199 200 - 202: 45(ivec4) ImageGather 195 196 154 ConstOffsets 201 - Store 192(txval224) 202 - 204: 10 Load 12(g_tTex2df4) - 205: 14 Load 16(g_sSamp) - 206: 18 SampledImage 204 205 - 207: 20(fvec2) Load 22(c2) - 208: 25(ivec2) Load 27(o2) - 210: 7(fvec4) ImageGather 206 207 209 Offset 208 - Store 203(txval301) 210 - 212: 34 Load 36(g_tTex2di4) - 213: 14 Load 16(g_sSamp) - 214: 39 SampledImage 212 213 - 215: 20(fvec2) Load 22(c2) - 216: 25(ivec2) Load 27(o2) - 217: 31(ivec4) ImageGather 214 215 209 Offset 216 - Store 211(txval311) 217 - 219: 48 Load 50(g_tTex2du4) - 220: 14 Load 16(g_sSamp) - 221: 53 SampledImage 219 220 - 222: 20(fvec2) Load 22(c2) - 223: 25(ivec2) Load 27(o2) - 224: 45(ivec4) ImageGather 221 222 209 Offset 223 - Store 218(txval321) 224 - 226: 10 Load 12(g_tTex2df4) - 227: 14 Load 16(g_sSamp) - 228: 18 SampledImage 226 227 - 229: 20(fvec2) Load 22(c2) - 230: 25(ivec2) Load 27(o2) - 231: 25(ivec2) Load 27(o2) - 232: 25(ivec2) Load 27(o2) - 233: 25(ivec2) Load 27(o2) - 234: 68 CompositeConstruct 230 231 232 233 - 235: 7(fvec4) ImageGather 228 229 209 ConstOffsets 234 - Store 225(txval304) 235 - 237: 34 Load 36(g_tTex2di4) - 238: 14 Load 16(g_sSamp) - 239: 39 SampledImage 237 238 - 240: 20(fvec2) Load 22(c2) - 241: 25(ivec2) Load 27(o2) - 242: 25(ivec2) Load 27(o2) - 243: 25(ivec2) Load 27(o2) - 244: 25(ivec2) Load 27(o2) - 245: 68 CompositeConstruct 241 242 243 244 - 246: 31(ivec4) ImageGather 239 240 209 ConstOffsets 245 - Store 236(txval314) 246 - 248: 48 Load 50(g_tTex2du4) - 249: 14 Load 16(g_sSamp) - 250: 53 SampledImage 248 249 - 251: 20(fvec2) Load 22(c2) - 252: 25(ivec2) Load 27(o2) - 253: 25(ivec2) Load 27(o2) - 254: 25(ivec2) Load 27(o2) - 255: 25(ivec2) Load 27(o2) - 256: 68 CompositeConstruct 252 253 254 255 - 257: 45(ivec4) ImageGather 250 251 209 ConstOffsets 256 - Store 247(txval324) 257 - 263: 8(ptr) AccessChain 260(psout) 29 - Store 263 262 - 265: 264(ptr) AccessChain 260(psout) 99 - Store 265 261 - 268: 8(ptr) AccessChain 260(psout) 29 - 269: 7(fvec4) Load 268 - Store 267(Color) 269 - 272: 264(ptr) AccessChain 260(psout) 99 - 273: 6(float) Load 272 - Store 271(Depth) 273 + 140: 62 SampledImage 138 139 + 141: 30(ptr) AccessChain 28 29 + 142: 20(fvec2) Load 141 + 143: 34(ptr) AccessChain 28 33 + 144: 23(ivec2) Load 143 + 145: 54(ivec4) ImageGather 140 142 29 Offset 144 + Store 137(txval121) 145 + 147: 10 Load 12(g_tTex2df4) + 148: 14 Load 16(g_sSamp) + 149: 18 SampledImage 147 148 + 150: 30(ptr) AccessChain 28 29 + 151: 20(fvec2) Load 150 + 152: 34(ptr) AccessChain 28 33 + 153: 23(ivec2) Load 152 + 154: 34(ptr) AccessChain 28 33 + 155: 23(ivec2) Load 154 + 156: 34(ptr) AccessChain 28 33 + 157: 23(ivec2) Load 156 + 158: 34(ptr) AccessChain 28 33 + 159: 23(ivec2) Load 158 + 160: 84 CompositeConstruct 153 155 157 159 + 161: 7(fvec4) ImageGather 149 151 29 ConstOffsets 160 + Store 146(txval104) 161 + 163: 41 Load 43(g_tTex2di4) + 164: 14 Load 16(g_sSamp) + 165: 46 SampledImage 163 164 + 166: 30(ptr) AccessChain 28 29 + 167: 20(fvec2) Load 166 + 168: 34(ptr) AccessChain 28 33 + 169: 23(ivec2) Load 168 + 170: 34(ptr) AccessChain 28 33 + 171: 23(ivec2) Load 170 + 172: 34(ptr) AccessChain 28 33 + 173: 23(ivec2) Load 172 + 174: 34(ptr) AccessChain 28 33 + 175: 23(ivec2) Load 174 + 176: 84 CompositeConstruct 169 171 173 175 + 177: 25(ivec4) ImageGather 165 167 29 ConstOffsets 176 + Store 162(txval114) 177 + 179: 57 Load 59(g_tTex2du4) + 180: 14 Load 16(g_sSamp) + 181: 62 SampledImage 179 180 + 182: 30(ptr) AccessChain 28 29 + 183: 20(fvec2) Load 182 + 184: 34(ptr) AccessChain 28 33 + 185: 23(ivec2) Load 184 + 186: 34(ptr) AccessChain 28 33 + 187: 23(ivec2) Load 186 + 188: 34(ptr) AccessChain 28 33 + 189: 23(ivec2) Load 188 + 190: 34(ptr) AccessChain 28 33 + 191: 23(ivec2) Load 190 + 192: 84 CompositeConstruct 185 187 189 191 + 193: 54(ivec4) ImageGather 181 183 29 ConstOffsets 192 + Store 178(txval124) 193 + 195: 10 Load 12(g_tTex2df4) + 196: 14 Load 16(g_sSamp) + 197: 18 SampledImage 195 196 + 198: 30(ptr) AccessChain 28 29 + 199: 20(fvec2) Load 198 + 200: 34(ptr) AccessChain 28 33 + 201: 23(ivec2) Load 200 + 203: 7(fvec4) ImageGather 197 199 202 Offset 201 + Store 194(txval201) 203 + 205: 41 Load 43(g_tTex2di4) + 206: 14 Load 16(g_sSamp) + 207: 46 SampledImage 205 206 + 208: 30(ptr) AccessChain 28 29 + 209: 20(fvec2) Load 208 + 210: 34(ptr) AccessChain 28 33 + 211: 23(ivec2) Load 210 + 212: 25(ivec4) ImageGather 207 209 202 Offset 211 + Store 204(txval211) 212 + 214: 57 Load 59(g_tTex2du4) + 215: 14 Load 16(g_sSamp) + 216: 62 SampledImage 214 215 + 217: 30(ptr) AccessChain 28 29 + 218: 20(fvec2) Load 217 + 219: 34(ptr) AccessChain 28 33 + 220: 23(ivec2) Load 219 + 221: 54(ivec4) ImageGather 216 218 202 Offset 220 + Store 213(txval221) 221 + 223: 10 Load 12(g_tTex2df4) + 224: 14 Load 16(g_sSamp) + 225: 18 SampledImage 223 224 + 226: 30(ptr) AccessChain 28 29 + 227: 20(fvec2) Load 226 + 228: 34(ptr) AccessChain 28 33 + 229: 23(ivec2) Load 228 + 230: 34(ptr) AccessChain 28 33 + 231: 23(ivec2) Load 230 + 232: 34(ptr) AccessChain 28 33 + 233: 23(ivec2) Load 232 + 234: 34(ptr) AccessChain 28 33 + 235: 23(ivec2) Load 234 + 236: 84 CompositeConstruct 229 231 233 235 + 237: 7(fvec4) ImageGather 225 227 202 ConstOffsets 236 + Store 222(txval204) 237 + 239: 41 Load 43(g_tTex2di4) + 240: 14 Load 16(g_sSamp) + 241: 46 SampledImage 239 240 + 242: 30(ptr) AccessChain 28 29 + 243: 20(fvec2) Load 242 + 244: 34(ptr) AccessChain 28 33 + 245: 23(ivec2) Load 244 + 246: 34(ptr) AccessChain 28 33 + 247: 23(ivec2) Load 246 + 248: 34(ptr) AccessChain 28 33 + 249: 23(ivec2) Load 248 + 250: 34(ptr) AccessChain 28 33 + 251: 23(ivec2) Load 250 + 252: 84 CompositeConstruct 245 247 249 251 + 253: 25(ivec4) ImageGather 241 243 202 ConstOffsets 252 + Store 238(txval214) 253 + 255: 57 Load 59(g_tTex2du4) + 256: 14 Load 16(g_sSamp) + 257: 62 SampledImage 255 256 + 258: 30(ptr) AccessChain 28 29 + 259: 20(fvec2) Load 258 + 260: 34(ptr) AccessChain 28 33 + 261: 23(ivec2) Load 260 + 262: 34(ptr) AccessChain 28 33 + 263: 23(ivec2) Load 262 + 264: 34(ptr) AccessChain 28 33 + 265: 23(ivec2) Load 264 + 266: 34(ptr) AccessChain 28 33 + 267: 23(ivec2) Load 266 + 268: 84 CompositeConstruct 261 263 265 267 + 269: 54(ivec4) ImageGather 257 259 202 ConstOffsets 268 + Store 254(txval224) 269 + 271: 10 Load 12(g_tTex2df4) + 272: 14 Load 16(g_sSamp) + 273: 18 SampledImage 271 272 + 274: 30(ptr) AccessChain 28 29 + 275: 20(fvec2) Load 274 + 276: 34(ptr) AccessChain 28 33 + 277: 23(ivec2) Load 276 + 279: 7(fvec4) ImageGather 273 275 278 Offset 277 + Store 270(txval301) 279 + 281: 41 Load 43(g_tTex2di4) + 282: 14 Load 16(g_sSamp) + 283: 46 SampledImage 281 282 + 284: 30(ptr) AccessChain 28 29 + 285: 20(fvec2) Load 284 + 286: 34(ptr) AccessChain 28 33 + 287: 23(ivec2) Load 286 + 288: 25(ivec4) ImageGather 283 285 278 Offset 287 + Store 280(txval311) 288 + 290: 57 Load 59(g_tTex2du4) + 291: 14 Load 16(g_sSamp) + 292: 62 SampledImage 290 291 + 293: 30(ptr) AccessChain 28 29 + 294: 20(fvec2) Load 293 + 295: 34(ptr) AccessChain 28 33 + 296: 23(ivec2) Load 295 + 297: 54(ivec4) ImageGather 292 294 278 Offset 296 + Store 289(txval321) 297 + 299: 10 Load 12(g_tTex2df4) + 300: 14 Load 16(g_sSamp) + 301: 18 SampledImage 299 300 + 302: 30(ptr) AccessChain 28 29 + 303: 20(fvec2) Load 302 + 304: 34(ptr) AccessChain 28 33 + 305: 23(ivec2) Load 304 + 306: 34(ptr) AccessChain 28 33 + 307: 23(ivec2) Load 306 + 308: 34(ptr) AccessChain 28 33 + 309: 23(ivec2) Load 308 + 310: 34(ptr) AccessChain 28 33 + 311: 23(ivec2) Load 310 + 312: 84 CompositeConstruct 305 307 309 311 + 313: 7(fvec4) ImageGather 301 303 278 ConstOffsets 312 + Store 298(txval304) 313 + 315: 41 Load 43(g_tTex2di4) + 316: 14 Load 16(g_sSamp) + 317: 46 SampledImage 315 316 + 318: 30(ptr) AccessChain 28 29 + 319: 20(fvec2) Load 318 + 320: 34(ptr) AccessChain 28 33 + 321: 23(ivec2) Load 320 + 322: 34(ptr) AccessChain 28 33 + 323: 23(ivec2) Load 322 + 324: 34(ptr) AccessChain 28 33 + 325: 23(ivec2) Load 324 + 326: 34(ptr) AccessChain 28 33 + 327: 23(ivec2) Load 326 + 328: 84 CompositeConstruct 321 323 325 327 + 329: 25(ivec4) ImageGather 317 319 278 ConstOffsets 328 + Store 314(txval314) 329 + 331: 57 Load 59(g_tTex2du4) + 332: 14 Load 16(g_sSamp) + 333: 62 SampledImage 331 332 + 334: 30(ptr) AccessChain 28 29 + 335: 20(fvec2) Load 334 + 336: 34(ptr) AccessChain 28 33 + 337: 23(ivec2) Load 336 + 338: 34(ptr) AccessChain 28 33 + 339: 23(ivec2) Load 338 + 340: 34(ptr) AccessChain 28 33 + 341: 23(ivec2) Load 340 + 342: 34(ptr) AccessChain 28 33 + 343: 23(ivec2) Load 342 + 344: 84 CompositeConstruct 337 339 341 343 + 345: 54(ivec4) ImageGather 333 335 278 ConstOffsets 344 + Store 330(txval324) 345 + 351: 8(ptr) AccessChain 348(psout) 37 + Store 351 350 + 353: 352(ptr) AccessChain 348(psout) 29 + Store 353 349 + 356: 8(ptr) AccessChain 348(psout) 37 + 357: 7(fvec4) Load 356 + Store 355(Color) 357 + 360: 352(ptr) AccessChain 348(psout) 29 + 361: 6(float) Load 360 + Store 359(Depth) 361 Return FunctionEnd diff --git a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out index 022f63eda..1a5df38e4 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:33 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:33 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Function Parameters: 0:? Sequence 0:40 Sequence @@ -12,8 +12,14 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler (temp sampler2DArray) 0:40 'g_tTex2df4a' (uniform texture2DArray) 0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:40 'c3' (uniform 3-component vector of float) -0:40 'o2' (uniform 2-component vector of int) +0:40 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:40 Constant: +0:40 2 (const uint) +0:40 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:40 Constant: +0:40 5 (const uint) 0:40 Constant: 0:40 0 (const int) 0:41 Sequence @@ -23,8 +29,14 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler (temp isampler2DArray) 0:41 'g_tTex2di4a' (uniform itexture2DArray) 0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 'c3' (uniform 3-component vector of float) -0:41 'o2' (uniform 2-component vector of int) +0:41 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:41 Constant: +0:41 2 (const uint) +0:41 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:41 Constant: +0:41 5 (const uint) 0:41 Constant: 0:41 0 (const int) 0:42 Sequence @@ -34,8 +46,14 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler (temp usampler2DArray) 0:42 'g_tTex2du4a' (uniform utexture2DArray) 0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 'c3' (uniform 3-component vector of float) -0:42 'o2' (uniform 2-component vector of int) +0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:42 Constant: +0:42 2 (const uint) +0:42 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:42 Constant: +0:42 5 (const uint) 0:42 Constant: 0:42 0 (const int) 0:44 Sequence @@ -45,12 +63,27 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler (temp sampler2DArray) 0:44 'g_tTex2df4a' (uniform texture2DArray) 0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 'c3' (uniform 3-component vector of float) +0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 2 (const uint) 0:44 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:44 'o2' (uniform 2-component vector of int) -0:44 'o2' (uniform 2-component vector of int) -0:44 'o2' (uniform 2-component vector of int) -0:44 'o2' (uniform 2-component vector of int) +0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 5 (const uint) +0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 5 (const uint) +0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 5 (const uint) +0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 5 (const uint) 0:44 Constant: 0:44 0 (const int) 0:45 Sequence @@ -60,12 +93,27 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler (temp isampler2DArray) 0:45 'g_tTex2di4a' (uniform itexture2DArray) 0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 'c3' (uniform 3-component vector of float) +0:45 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 2 (const uint) 0:45 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:45 'o2' (uniform 2-component vector of int) -0:45 'o2' (uniform 2-component vector of int) -0:45 'o2' (uniform 2-component vector of int) -0:45 'o2' (uniform 2-component vector of int) +0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 5 (const uint) +0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 5 (const uint) +0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 5 (const uint) +0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 5 (const uint) 0:45 Constant: 0:45 0 (const int) 0:46 Sequence @@ -75,12 +123,27 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler (temp usampler2DArray) 0:46 'g_tTex2du4a' (uniform utexture2DArray) 0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 'c3' (uniform 3-component vector of float) +0:46 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 2 (const uint) 0:46 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:46 'o2' (uniform 2-component vector of int) -0:46 'o2' (uniform 2-component vector of int) -0:46 'o2' (uniform 2-component vector of int) -0:46 'o2' (uniform 2-component vector of int) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) 0:46 Constant: 0:46 0 (const int) 0:56 Sequence @@ -90,8 +153,14 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler (temp sampler2DArray) 0:56 'g_tTex2df4a' (uniform texture2DArray) 0:56 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:56 'c3' (uniform 3-component vector of float) -0:56 'o2' (uniform 2-component vector of int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:56 Constant: +0:56 2 (const uint) +0:56 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:56 Constant: +0:56 5 (const uint) 0:56 Constant: 0:56 1 (const int) 0:57 Sequence @@ -101,8 +170,14 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler (temp isampler2DArray) 0:57 'g_tTex2di4a' (uniform itexture2DArray) 0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 'c3' (uniform 3-component vector of float) -0:57 'o2' (uniform 2-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:57 Constant: +0:57 2 (const uint) +0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:57 Constant: +0:57 5 (const uint) 0:57 Constant: 0:57 1 (const int) 0:58 Sequence @@ -112,8 +187,14 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler (temp usampler2DArray) 0:58 'g_tTex2du4a' (uniform utexture2DArray) 0:58 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:58 'c3' (uniform 3-component vector of float) -0:58 'o2' (uniform 2-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:58 Constant: +0:58 2 (const uint) +0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:58 Constant: +0:58 5 (const uint) 0:58 Constant: 0:58 1 (const int) 0:60 Sequence @@ -123,12 +204,27 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler (temp sampler2DArray) 0:60 'g_tTex2df4a' (uniform texture2DArray) 0:60 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:60 'c3' (uniform 3-component vector of float) +0:60 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 2 (const uint) 0:60 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:60 'o2' (uniform 2-component vector of int) -0:60 'o2' (uniform 2-component vector of int) -0:60 'o2' (uniform 2-component vector of int) -0:60 'o2' (uniform 2-component vector of int) +0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 5 (const uint) +0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 5 (const uint) +0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 5 (const uint) +0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 5 (const uint) 0:60 Constant: 0:60 1 (const int) 0:61 Sequence @@ -138,12 +234,27 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler (temp isampler2DArray) 0:61 'g_tTex2di4a' (uniform itexture2DArray) 0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 'c3' (uniform 3-component vector of float) +0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 2 (const uint) 0:61 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:61 'o2' (uniform 2-component vector of int) -0:61 'o2' (uniform 2-component vector of int) -0:61 'o2' (uniform 2-component vector of int) -0:61 'o2' (uniform 2-component vector of int) +0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 5 (const uint) +0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 5 (const uint) +0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 5 (const uint) +0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 5 (const uint) 0:61 Constant: 0:61 1 (const int) 0:62 Sequence @@ -153,12 +264,27 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler (temp usampler2DArray) 0:62 'g_tTex2du4a' (uniform utexture2DArray) 0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 'c3' (uniform 3-component vector of float) +0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 2 (const uint) 0:62 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:62 'o2' (uniform 2-component vector of int) -0:62 'o2' (uniform 2-component vector of int) -0:62 'o2' (uniform 2-component vector of int) -0:62 'o2' (uniform 2-component vector of int) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) 0:62 Constant: 0:62 1 (const int) 0:72 Sequence @@ -168,8 +294,14 @@ gl_FragCoord origin is upper left 0:72 Construct combined texture-sampler (temp sampler2DArray) 0:72 'g_tTex2df4a' (uniform texture2DArray) 0:72 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:72 'c3' (uniform 3-component vector of float) -0:72 'o2' (uniform 2-component vector of int) +0:72 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:72 Constant: +0:72 2 (const uint) +0:72 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:72 Constant: +0:72 5 (const uint) 0:72 Constant: 0:72 2 (const int) 0:73 Sequence @@ -179,8 +311,14 @@ gl_FragCoord origin is upper left 0:73 Construct combined texture-sampler (temp isampler2DArray) 0:73 'g_tTex2di4a' (uniform itexture2DArray) 0:73 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:73 'c3' (uniform 3-component vector of float) -0:73 'o2' (uniform 2-component vector of int) +0:73 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:73 Constant: +0:73 2 (const uint) +0:73 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:73 Constant: +0:73 5 (const uint) 0:73 Constant: 0:73 2 (const int) 0:74 Sequence @@ -190,8 +328,14 @@ gl_FragCoord origin is upper left 0:74 Construct combined texture-sampler (temp usampler2DArray) 0:74 'g_tTex2du4a' (uniform utexture2DArray) 0:74 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:74 'c3' (uniform 3-component vector of float) -0:74 'o2' (uniform 2-component vector of int) +0:74 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:74 Constant: +0:74 2 (const uint) +0:74 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:74 Constant: +0:74 5 (const uint) 0:74 Constant: 0:74 2 (const int) 0:76 Sequence @@ -201,12 +345,27 @@ gl_FragCoord origin is upper left 0:76 Construct combined texture-sampler (temp sampler2DArray) 0:76 'g_tTex2df4a' (uniform texture2DArray) 0:76 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:76 'c3' (uniform 3-component vector of float) +0:76 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 2 (const uint) 0:76 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:76 'o2' (uniform 2-component vector of int) -0:76 'o2' (uniform 2-component vector of int) -0:76 'o2' (uniform 2-component vector of int) -0:76 'o2' (uniform 2-component vector of int) +0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 5 (const uint) +0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 5 (const uint) +0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 5 (const uint) +0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 5 (const uint) 0:76 Constant: 0:76 2 (const int) 0:77 Sequence @@ -216,12 +375,27 @@ gl_FragCoord origin is upper left 0:77 Construct combined texture-sampler (temp isampler2DArray) 0:77 'g_tTex2di4a' (uniform itexture2DArray) 0:77 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:77 'c3' (uniform 3-component vector of float) +0:77 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 2 (const uint) 0:77 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:77 'o2' (uniform 2-component vector of int) -0:77 'o2' (uniform 2-component vector of int) -0:77 'o2' (uniform 2-component vector of int) -0:77 'o2' (uniform 2-component vector of int) +0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 5 (const uint) +0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 5 (const uint) +0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 5 (const uint) +0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 5 (const uint) 0:77 Constant: 0:77 2 (const int) 0:78 Sequence @@ -231,12 +405,27 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler (temp usampler2DArray) 0:78 'g_tTex2du4a' (uniform utexture2DArray) 0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:78 'c3' (uniform 3-component vector of float) +0:78 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 2 (const uint) 0:78 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:78 'o2' (uniform 2-component vector of int) -0:78 'o2' (uniform 2-component vector of int) -0:78 'o2' (uniform 2-component vector of int) -0:78 'o2' (uniform 2-component vector of int) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) 0:78 Constant: 0:78 2 (const int) 0:88 Sequence @@ -246,8 +435,14 @@ gl_FragCoord origin is upper left 0:88 Construct combined texture-sampler (temp sampler2DArray) 0:88 'g_tTex2df4a' (uniform texture2DArray) 0:88 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:88 'c3' (uniform 3-component vector of float) -0:88 'o2' (uniform 2-component vector of int) +0:88 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:88 Constant: +0:88 2 (const uint) +0:88 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:88 Constant: +0:88 5 (const uint) 0:88 Constant: 0:88 3 (const int) 0:89 Sequence @@ -257,8 +452,14 @@ gl_FragCoord origin is upper left 0:89 Construct combined texture-sampler (temp isampler2DArray) 0:89 'g_tTex2di4a' (uniform itexture2DArray) 0:89 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:89 'c3' (uniform 3-component vector of float) -0:89 'o2' (uniform 2-component vector of int) +0:89 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:89 Constant: +0:89 2 (const uint) +0:89 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:89 Constant: +0:89 5 (const uint) 0:89 Constant: 0:89 3 (const int) 0:90 Sequence @@ -268,8 +469,14 @@ gl_FragCoord origin is upper left 0:90 Construct combined texture-sampler (temp usampler2DArray) 0:90 'g_tTex2du4a' (uniform utexture2DArray) 0:90 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:90 'c3' (uniform 3-component vector of float) -0:90 'o2' (uniform 2-component vector of int) +0:90 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:90 Constant: +0:90 2 (const uint) +0:90 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:90 Constant: +0:90 5 (const uint) 0:90 Constant: 0:90 3 (const int) 0:92 Sequence @@ -279,12 +486,27 @@ gl_FragCoord origin is upper left 0:92 Construct combined texture-sampler (temp sampler2DArray) 0:92 'g_tTex2df4a' (uniform texture2DArray) 0:92 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:92 'c3' (uniform 3-component vector of float) +0:92 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 2 (const uint) 0:92 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:92 'o2' (uniform 2-component vector of int) -0:92 'o2' (uniform 2-component vector of int) -0:92 'o2' (uniform 2-component vector of int) -0:92 'o2' (uniform 2-component vector of int) +0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 5 (const uint) +0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 5 (const uint) +0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 5 (const uint) +0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 5 (const uint) 0:92 Constant: 0:92 3 (const int) 0:93 Sequence @@ -294,12 +516,27 @@ gl_FragCoord origin is upper left 0:93 Construct combined texture-sampler (temp isampler2DArray) 0:93 'g_tTex2di4a' (uniform itexture2DArray) 0:93 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:93 'c3' (uniform 3-component vector of float) +0:93 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 2 (const uint) 0:93 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:93 'o2' (uniform 2-component vector of int) -0:93 'o2' (uniform 2-component vector of int) -0:93 'o2' (uniform 2-component vector of int) -0:93 'o2' (uniform 2-component vector of int) +0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 5 (const uint) +0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 5 (const uint) +0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 5 (const uint) +0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 5 (const uint) 0:93 Constant: 0:93 3 (const int) 0:94 Sequence @@ -309,12 +546,27 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler (temp usampler2DArray) 0:94 'g_tTex2du4a' (uniform utexture2DArray) 0:94 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:94 'c3' (uniform 3-component vector of float) +0:94 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 2 (const uint) 0:94 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:94 'o2' (uniform 2-component vector of int) -0:94 'o2' (uniform 2-component vector of int) -0:94 'o2' (uniform 2-component vector of int) -0:94 'o2' (uniform 2-component vector of int) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) 0:94 Constant: 0:94 3 (const int) 0:106 move second child to first child (temp 4-component vector of float) @@ -361,16 +613,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform float) -0:? 'c2' (uniform 2-component vector of float) -0:? 'c3' (uniform 3-component vector of float) -0:? 'c4' (uniform 4-component vector of float) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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: @@ -379,7 +624,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:33 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:33 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Function Parameters: 0:? Sequence 0:40 Sequence @@ -389,8 +634,14 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler (temp sampler2DArray) 0:40 'g_tTex2df4a' (uniform texture2DArray) 0:40 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:40 'c3' (uniform 3-component vector of float) -0:40 'o2' (uniform 2-component vector of int) +0:40 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:40 Constant: +0:40 2 (const uint) +0:40 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:40 Constant: +0:40 5 (const uint) 0:40 Constant: 0:40 0 (const int) 0:41 Sequence @@ -400,8 +651,14 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler (temp isampler2DArray) 0:41 'g_tTex2di4a' (uniform itexture2DArray) 0:41 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:41 'c3' (uniform 3-component vector of float) -0:41 'o2' (uniform 2-component vector of int) +0:41 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:41 Constant: +0:41 2 (const uint) +0:41 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:41 Constant: +0:41 5 (const uint) 0:41 Constant: 0:41 0 (const int) 0:42 Sequence @@ -411,8 +668,14 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler (temp usampler2DArray) 0:42 'g_tTex2du4a' (uniform utexture2DArray) 0:42 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:42 'c3' (uniform 3-component vector of float) -0:42 'o2' (uniform 2-component vector of int) +0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:42 Constant: +0:42 2 (const uint) +0:42 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:42 Constant: +0:42 5 (const uint) 0:42 Constant: 0:42 0 (const int) 0:44 Sequence @@ -422,12 +685,27 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler (temp sampler2DArray) 0:44 'g_tTex2df4a' (uniform texture2DArray) 0:44 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:44 'c3' (uniform 3-component vector of float) +0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 2 (const uint) 0:44 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:44 'o2' (uniform 2-component vector of int) -0:44 'o2' (uniform 2-component vector of int) -0:44 'o2' (uniform 2-component vector of int) -0:44 'o2' (uniform 2-component vector of int) +0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 5 (const uint) +0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 5 (const uint) +0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 5 (const uint) +0:44 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:44 Constant: +0:44 5 (const uint) 0:44 Constant: 0:44 0 (const int) 0:45 Sequence @@ -437,12 +715,27 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler (temp isampler2DArray) 0:45 'g_tTex2di4a' (uniform itexture2DArray) 0:45 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:45 'c3' (uniform 3-component vector of float) +0:45 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 2 (const uint) 0:45 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:45 'o2' (uniform 2-component vector of int) -0:45 'o2' (uniform 2-component vector of int) -0:45 'o2' (uniform 2-component vector of int) -0:45 'o2' (uniform 2-component vector of int) +0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 5 (const uint) +0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 5 (const uint) +0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 5 (const uint) +0:45 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:45 Constant: +0:45 5 (const uint) 0:45 Constant: 0:45 0 (const int) 0:46 Sequence @@ -452,12 +745,27 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler (temp usampler2DArray) 0:46 'g_tTex2du4a' (uniform utexture2DArray) 0:46 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:46 'c3' (uniform 3-component vector of float) +0:46 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 2 (const uint) 0:46 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:46 'o2' (uniform 2-component vector of int) -0:46 'o2' (uniform 2-component vector of int) -0:46 'o2' (uniform 2-component vector of int) -0:46 'o2' (uniform 2-component vector of int) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) +0:46 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:46 Constant: +0:46 5 (const uint) 0:46 Constant: 0:46 0 (const int) 0:56 Sequence @@ -467,8 +775,14 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler (temp sampler2DArray) 0:56 'g_tTex2df4a' (uniform texture2DArray) 0:56 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:56 'c3' (uniform 3-component vector of float) -0:56 'o2' (uniform 2-component vector of int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:56 Constant: +0:56 2 (const uint) +0:56 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:56 Constant: +0:56 5 (const uint) 0:56 Constant: 0:56 1 (const int) 0:57 Sequence @@ -478,8 +792,14 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler (temp isampler2DArray) 0:57 'g_tTex2di4a' (uniform itexture2DArray) 0:57 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:57 'c3' (uniform 3-component vector of float) -0:57 'o2' (uniform 2-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:57 Constant: +0:57 2 (const uint) +0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:57 Constant: +0:57 5 (const uint) 0:57 Constant: 0:57 1 (const int) 0:58 Sequence @@ -489,8 +809,14 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler (temp usampler2DArray) 0:58 'g_tTex2du4a' (uniform utexture2DArray) 0:58 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:58 'c3' (uniform 3-component vector of float) -0:58 'o2' (uniform 2-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:58 Constant: +0:58 2 (const uint) +0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:58 Constant: +0:58 5 (const uint) 0:58 Constant: 0:58 1 (const int) 0:60 Sequence @@ -500,12 +826,27 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler (temp sampler2DArray) 0:60 'g_tTex2df4a' (uniform texture2DArray) 0:60 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:60 'c3' (uniform 3-component vector of float) +0:60 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 2 (const uint) 0:60 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:60 'o2' (uniform 2-component vector of int) -0:60 'o2' (uniform 2-component vector of int) -0:60 'o2' (uniform 2-component vector of int) -0:60 'o2' (uniform 2-component vector of int) +0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 5 (const uint) +0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 5 (const uint) +0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 5 (const uint) +0:60 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:60 Constant: +0:60 5 (const uint) 0:60 Constant: 0:60 1 (const int) 0:61 Sequence @@ -515,12 +856,27 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler (temp isampler2DArray) 0:61 'g_tTex2di4a' (uniform itexture2DArray) 0:61 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:61 'c3' (uniform 3-component vector of float) +0:61 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 2 (const uint) 0:61 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:61 'o2' (uniform 2-component vector of int) -0:61 'o2' (uniform 2-component vector of int) -0:61 'o2' (uniform 2-component vector of int) -0:61 'o2' (uniform 2-component vector of int) +0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 5 (const uint) +0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 5 (const uint) +0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 5 (const uint) +0:61 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:61 Constant: +0:61 5 (const uint) 0:61 Constant: 0:61 1 (const int) 0:62 Sequence @@ -530,12 +886,27 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler (temp usampler2DArray) 0:62 'g_tTex2du4a' (uniform utexture2DArray) 0:62 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:62 'c3' (uniform 3-component vector of float) +0:62 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 2 (const uint) 0:62 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:62 'o2' (uniform 2-component vector of int) -0:62 'o2' (uniform 2-component vector of int) -0:62 'o2' (uniform 2-component vector of int) -0:62 'o2' (uniform 2-component vector of int) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) +0:62 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:62 Constant: +0:62 5 (const uint) 0:62 Constant: 0:62 1 (const int) 0:72 Sequence @@ -545,8 +916,14 @@ gl_FragCoord origin is upper left 0:72 Construct combined texture-sampler (temp sampler2DArray) 0:72 'g_tTex2df4a' (uniform texture2DArray) 0:72 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:72 'c3' (uniform 3-component vector of float) -0:72 'o2' (uniform 2-component vector of int) +0:72 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:72 Constant: +0:72 2 (const uint) +0:72 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:72 Constant: +0:72 5 (const uint) 0:72 Constant: 0:72 2 (const int) 0:73 Sequence @@ -556,8 +933,14 @@ gl_FragCoord origin is upper left 0:73 Construct combined texture-sampler (temp isampler2DArray) 0:73 'g_tTex2di4a' (uniform itexture2DArray) 0:73 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:73 'c3' (uniform 3-component vector of float) -0:73 'o2' (uniform 2-component vector of int) +0:73 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:73 Constant: +0:73 2 (const uint) +0:73 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:73 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:73 Constant: +0:73 5 (const uint) 0:73 Constant: 0:73 2 (const int) 0:74 Sequence @@ -567,8 +950,14 @@ gl_FragCoord origin is upper left 0:74 Construct combined texture-sampler (temp usampler2DArray) 0:74 'g_tTex2du4a' (uniform utexture2DArray) 0:74 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:74 'c3' (uniform 3-component vector of float) -0:74 'o2' (uniform 2-component vector of int) +0:74 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:74 Constant: +0:74 2 (const uint) +0:74 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:74 Constant: +0:74 5 (const uint) 0:74 Constant: 0:74 2 (const int) 0:76 Sequence @@ -578,12 +967,27 @@ gl_FragCoord origin is upper left 0:76 Construct combined texture-sampler (temp sampler2DArray) 0:76 'g_tTex2df4a' (uniform texture2DArray) 0:76 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:76 'c3' (uniform 3-component vector of float) +0:76 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 2 (const uint) 0:76 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:76 'o2' (uniform 2-component vector of int) -0:76 'o2' (uniform 2-component vector of int) -0:76 'o2' (uniform 2-component vector of int) -0:76 'o2' (uniform 2-component vector of int) +0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 5 (const uint) +0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 5 (const uint) +0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 5 (const uint) +0:76 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:76 Constant: +0:76 5 (const uint) 0:76 Constant: 0:76 2 (const int) 0:77 Sequence @@ -593,12 +997,27 @@ gl_FragCoord origin is upper left 0:77 Construct combined texture-sampler (temp isampler2DArray) 0:77 'g_tTex2di4a' (uniform itexture2DArray) 0:77 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:77 'c3' (uniform 3-component vector of float) +0:77 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 2 (const uint) 0:77 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:77 'o2' (uniform 2-component vector of int) -0:77 'o2' (uniform 2-component vector of int) -0:77 'o2' (uniform 2-component vector of int) -0:77 'o2' (uniform 2-component vector of int) +0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 5 (const uint) +0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 5 (const uint) +0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 5 (const uint) +0:77 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:77 Constant: +0:77 5 (const uint) 0:77 Constant: 0:77 2 (const int) 0:78 Sequence @@ -608,12 +1027,27 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler (temp usampler2DArray) 0:78 'g_tTex2du4a' (uniform utexture2DArray) 0:78 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:78 'c3' (uniform 3-component vector of float) +0:78 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 2 (const uint) 0:78 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:78 'o2' (uniform 2-component vector of int) -0:78 'o2' (uniform 2-component vector of int) -0:78 'o2' (uniform 2-component vector of int) -0:78 'o2' (uniform 2-component vector of int) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) +0:78 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:78 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:78 Constant: +0:78 5 (const uint) 0:78 Constant: 0:78 2 (const int) 0:88 Sequence @@ -623,8 +1057,14 @@ gl_FragCoord origin is upper left 0:88 Construct combined texture-sampler (temp sampler2DArray) 0:88 'g_tTex2df4a' (uniform texture2DArray) 0:88 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:88 'c3' (uniform 3-component vector of float) -0:88 'o2' (uniform 2-component vector of int) +0:88 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:88 Constant: +0:88 2 (const uint) +0:88 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:88 Constant: +0:88 5 (const uint) 0:88 Constant: 0:88 3 (const int) 0:89 Sequence @@ -634,8 +1074,14 @@ gl_FragCoord origin is upper left 0:89 Construct combined texture-sampler (temp isampler2DArray) 0:89 'g_tTex2di4a' (uniform itexture2DArray) 0:89 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:89 'c3' (uniform 3-component vector of float) -0:89 'o2' (uniform 2-component vector of int) +0:89 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:89 Constant: +0:89 2 (const uint) +0:89 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:89 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:89 Constant: +0:89 5 (const uint) 0:89 Constant: 0:89 3 (const int) 0:90 Sequence @@ -645,8 +1091,14 @@ gl_FragCoord origin is upper left 0:90 Construct combined texture-sampler (temp usampler2DArray) 0:90 'g_tTex2du4a' (uniform utexture2DArray) 0:90 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:90 'c3' (uniform 3-component vector of float) -0:90 'o2' (uniform 2-component vector of int) +0:90 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:90 Constant: +0:90 2 (const uint) +0:90 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:90 Constant: +0:90 5 (const uint) 0:90 Constant: 0:90 3 (const int) 0:92 Sequence @@ -656,12 +1108,27 @@ gl_FragCoord origin is upper left 0:92 Construct combined texture-sampler (temp sampler2DArray) 0:92 'g_tTex2df4a' (uniform texture2DArray) 0:92 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:92 'c3' (uniform 3-component vector of float) +0:92 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 2 (const uint) 0:92 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:92 'o2' (uniform 2-component vector of int) -0:92 'o2' (uniform 2-component vector of int) -0:92 'o2' (uniform 2-component vector of int) -0:92 'o2' (uniform 2-component vector of int) +0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 5 (const uint) +0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 5 (const uint) +0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 5 (const uint) +0:92 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:92 Constant: +0:92 5 (const uint) 0:92 Constant: 0:92 3 (const int) 0:93 Sequence @@ -671,12 +1138,27 @@ gl_FragCoord origin is upper left 0:93 Construct combined texture-sampler (temp isampler2DArray) 0:93 'g_tTex2di4a' (uniform itexture2DArray) 0:93 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:93 'c3' (uniform 3-component vector of float) +0:93 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 2 (const uint) 0:93 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:93 'o2' (uniform 2-component vector of int) -0:93 'o2' (uniform 2-component vector of int) -0:93 'o2' (uniform 2-component vector of int) -0:93 'o2' (uniform 2-component vector of int) +0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 5 (const uint) +0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 5 (const uint) +0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 5 (const uint) +0:93 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:93 Constant: +0:93 5 (const uint) 0:93 Constant: 0:93 3 (const int) 0:94 Sequence @@ -686,12 +1168,27 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler (temp usampler2DArray) 0:94 'g_tTex2du4a' (uniform utexture2DArray) 0:94 'g_sSamp' (layout(binding=0 ) uniform sampler) -0:94 'c3' (uniform 3-component vector of float) +0:94 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of float) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 2 (const uint) 0:94 Construct ivec2 (temp 4-element array of 2-component vector of int) -0:94 'o2' (uniform 2-component vector of int) -0:94 'o2' (uniform 2-component vector of int) -0:94 'o2' (uniform 2-component vector of int) -0:94 'o2' (uniform 2-component vector of int) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) +0:94 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:94 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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}) +0:94 Constant: +0:94 5 (const uint) 0:94 Constant: 0:94 3 (const int) 0:106 move second child to first child (temp 4-component vector of float) @@ -738,20 +1235,13 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform float) -0:? 'c2' (uniform 2-component vector of float) -0:? 'c3' (uniform 3-component vector of float) -0:? 'c4' (uniform 4-component vector of float) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float 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 308 +// Id's are bound by 382 Capability Shader Capability ImageGatherExtended @@ -759,73 +1249,85 @@ gl_FragCoord origin is upper left Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 267 271 + EntryPoint Fragment 4 "main" 355 359 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "txval001" Name 12 "g_tTex2df4a" Name 16 "g_sSamp" - Name 22 "c3" - Name 27 "o2" - Name 33 "txval011" - Name 36 "g_tTex2di4a" - Name 47 "txval021" - Name 50 "g_tTex2du4a" - Name 58 "txval004" - Name 71 "txval014" - Name 82 "txval024" - Name 93 "txval101" - Name 101 "txval111" - Name 108 "txval121" - Name 115 "txval104" - Name 126 "txval114" - Name 137 "txval124" - Name 148 "txval201" - Name 156 "txval211" - Name 163 "txval221" - Name 170 "txval204" - Name 181 "txval214" - Name 192 "txval224" - Name 203 "txval301" - Name 211 "txval311" - Name 218 "txval321" - Name 225 "txval304" - Name 236 "txval314" - Name 247 "txval324" - Name 258 "PS_OUTPUT" - MemberName 258(PS_OUTPUT) 0 "Color" - MemberName 258(PS_OUTPUT) 1 "Depth" - Name 260 "psout" - Name 267 "Color" - Name 271 "Depth" - Name 275 "g_sSamp2d" - Name 278 "g_tTex1df4a" - Name 281 "g_tTex1di4a" - Name 284 "g_tTex1du4a" - Name 287 "g_tTexcdf4a" - Name 290 "g_tTexcdi4a" - Name 293 "g_tTexcdu4a" - Name 295 "c1" - Name 298 "c2" - Name 300 "c4" - Name 302 "o1" - Name 305 "o3" - Name 307 "o4" + Name 26 "$Global" + MemberName 26($Global) 0 "c1" + MemberName 26($Global) 1 "c2" + MemberName 26($Global) 2 "c3" + MemberName 26($Global) 3 "c4" + MemberName 26($Global) 4 "o1" + MemberName 26($Global) 5 "o2" + MemberName 26($Global) 6 "o3" + MemberName 26($Global) 7 "o4" + Name 28 "" + Name 40 "txval011" + Name 43 "g_tTex2di4a" + Name 56 "txval021" + Name 59 "g_tTex2du4a" + Name 69 "txval004" + Name 87 "txval014" + Name 103 "txval024" + Name 119 "txval101" + Name 129 "txval111" + Name 138 "txval121" + Name 147 "txval104" + Name 163 "txval114" + Name 179 "txval124" + Name 195 "txval201" + Name 204 "txval211" + Name 213 "txval221" + Name 222 "txval204" + Name 238 "txval214" + Name 254 "txval224" + Name 270 "txval301" + Name 280 "txval311" + Name 289 "txval321" + Name 298 "txval304" + Name 314 "txval314" + Name 330 "txval324" + Name 346 "PS_OUTPUT" + MemberName 346(PS_OUTPUT) 0 "Color" + MemberName 346(PS_OUTPUT) 1 "Depth" + Name 348 "psout" + Name 355 "Color" + Name 359 "Depth" + Name 363 "g_sSamp2d" + Name 366 "g_tTex1df4a" + Name 369 "g_tTex1di4a" + Name 372 "g_tTex1du4a" + Name 375 "g_tTexcdf4a" + Name 378 "g_tTexcdi4a" + Name 381 "g_tTexcdu4a" Decorate 12(g_tTex2df4a) DescriptorSet 0 Decorate 16(g_sSamp) DescriptorSet 0 Decorate 16(g_sSamp) Binding 0 - Decorate 36(g_tTex2di4a) DescriptorSet 0 - Decorate 50(g_tTex2du4a) DescriptorSet 0 - Decorate 267(Color) Location 0 - Decorate 271(Depth) BuiltIn FragDepth - Decorate 275(g_sSamp2d) DescriptorSet 0 - Decorate 278(g_tTex1df4a) DescriptorSet 0 - Decorate 278(g_tTex1df4a) Binding 0 - Decorate 281(g_tTex1di4a) DescriptorSet 0 - Decorate 284(g_tTex1du4a) DescriptorSet 0 - Decorate 287(g_tTexcdf4a) DescriptorSet 0 - Decorate 290(g_tTexcdi4a) DescriptorSet 0 - Decorate 293(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 26($Global) 0 Offset 0 + MemberDecorate 26($Global) 1 Offset 8 + MemberDecorate 26($Global) 2 Offset 16 + MemberDecorate 26($Global) 3 Offset 32 + MemberDecorate 26($Global) 4 Offset 48 + MemberDecorate 26($Global) 5 Offset 56 + MemberDecorate 26($Global) 6 Offset 64 + MemberDecorate 26($Global) 7 Offset 80 + Decorate 26($Global) Block + Decorate 28 DescriptorSet 0 + Decorate 43(g_tTex2di4a) DescriptorSet 0 + Decorate 59(g_tTex2du4a) DescriptorSet 0 + Decorate 355(Color) Location 0 + Decorate 359(Depth) BuiltIn FragDepth + Decorate 363(g_sSamp2d) DescriptorSet 0 + Decorate 366(g_tTex1df4a) DescriptorSet 0 + Decorate 366(g_tTex1df4a) Binding 0 + Decorate 369(g_tTex1di4a) DescriptorSet 0 + Decorate 372(g_tTex1du4a) DescriptorSet 0 + Decorate 375(g_tTexcdf4a) DescriptorSet 0 + Decorate 378(g_tTexcdi4a) DescriptorSet 0 + Decorate 381(g_tTexcdu4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -838,326 +1340,400 @@ gl_FragCoord origin is upper left 15: TypePointer UniformConstant 14 16(g_sSamp): 15(ptr) Variable UniformConstant 18: TypeSampledImage 10 - 20: TypeVector 6(float) 3 - 21: TypePointer UniformConstant 20(fvec3) - 22(c3): 21(ptr) Variable UniformConstant - 24: TypeInt 32 1 - 25: TypeVector 24(int) 2 - 26: TypePointer UniformConstant 25(ivec2) - 27(o2): 26(ptr) Variable UniformConstant - 29: 24(int) Constant 0 - 31: TypeVector 24(int) 4 - 32: TypePointer Function 31(ivec4) - 34: TypeImage 24(int) 2D array sampled format:Unknown - 35: TypePointer UniformConstant 34 - 36(g_tTex2di4a): 35(ptr) Variable UniformConstant - 39: TypeSampledImage 34 - 44: TypeInt 32 0 - 45: TypeVector 44(int) 4 - 46: TypePointer Function 45(ivec4) - 48: TypeImage 44(int) 2D array sampled format:Unknown - 49: TypePointer UniformConstant 48 - 50(g_tTex2du4a): 49(ptr) Variable UniformConstant - 53: TypeSampledImage 48 - 67: 44(int) Constant 4 - 68: TypeArray 25(ivec2) 67 - 99: 24(int) Constant 1 - 154: 24(int) Constant 2 - 209: 24(int) Constant 3 - 258(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) - 259: TypePointer Function 258(PS_OUTPUT) - 261: 6(float) Constant 1065353216 - 262: 7(fvec4) ConstantComposite 261 261 261 261 - 264: TypePointer Function 6(float) - 266: TypePointer Output 7(fvec4) - 267(Color): 266(ptr) Variable Output - 270: TypePointer Output 6(float) - 271(Depth): 270(ptr) Variable Output - 275(g_sSamp2d): 15(ptr) Variable UniformConstant - 276: TypeImage 6(float) 1D array sampled format:Unknown - 277: TypePointer UniformConstant 276 -278(g_tTex1df4a): 277(ptr) Variable UniformConstant - 279: TypeImage 24(int) 1D array sampled format:Unknown - 280: TypePointer UniformConstant 279 -281(g_tTex1di4a): 280(ptr) Variable UniformConstant - 282: TypeImage 44(int) 1D array sampled format:Unknown - 283: TypePointer UniformConstant 282 -284(g_tTex1du4a): 283(ptr) Variable UniformConstant - 285: TypeImage 6(float) Cube array sampled format:Unknown - 286: TypePointer UniformConstant 285 -287(g_tTexcdf4a): 286(ptr) Variable UniformConstant - 288: TypeImage 24(int) Cube array sampled format:Unknown - 289: TypePointer UniformConstant 288 -290(g_tTexcdi4a): 289(ptr) Variable UniformConstant - 291: TypeImage 44(int) Cube array sampled format:Unknown - 292: TypePointer UniformConstant 291 -293(g_tTexcdu4a): 292(ptr) Variable UniformConstant - 294: TypePointer UniformConstant 6(float) - 295(c1): 294(ptr) Variable UniformConstant - 296: TypeVector 6(float) 2 - 297: TypePointer UniformConstant 296(fvec2) - 298(c2): 297(ptr) Variable UniformConstant - 299: TypePointer UniformConstant 7(fvec4) - 300(c4): 299(ptr) Variable UniformConstant - 301: TypePointer UniformConstant 24(int) - 302(o1): 301(ptr) Variable UniformConstant - 303: TypeVector 24(int) 3 - 304: TypePointer UniformConstant 303(ivec3) - 305(o3): 304(ptr) Variable UniformConstant - 306: TypePointer UniformConstant 31(ivec4) - 307(o4): 306(ptr) Variable UniformConstant + 20: TypeVector 6(float) 2 + 21: TypeVector 6(float) 3 + 22: TypeInt 32 1 + 23: TypeVector 22(int) 2 + 24: TypeVector 22(int) 3 + 25: TypeVector 22(int) 4 + 26($Global): TypeStruct 6(float) 20(fvec2) 21(fvec3) 7(fvec4) 22(int) 23(ivec2) 24(ivec3) 25(ivec4) + 27: TypePointer Uniform 26($Global) + 28: 27(ptr) Variable Uniform + 29: 22(int) Constant 2 + 30: TypePointer Uniform 21(fvec3) + 33: 22(int) Constant 5 + 34: TypePointer Uniform 23(ivec2) + 37: 22(int) Constant 0 + 39: TypePointer Function 25(ivec4) + 41: TypeImage 22(int) 2D array sampled format:Unknown + 42: TypePointer UniformConstant 41 + 43(g_tTex2di4a): 42(ptr) Variable UniformConstant + 46: TypeSampledImage 41 + 53: TypeInt 32 0 + 54: TypeVector 53(int) 4 + 55: TypePointer Function 54(ivec4) + 57: TypeImage 53(int) 2D array sampled format:Unknown + 58: TypePointer UniformConstant 57 + 59(g_tTex2du4a): 58(ptr) Variable UniformConstant + 62: TypeSampledImage 57 + 83: 53(int) Constant 4 + 84: TypeArray 23(ivec2) 83 + 127: 22(int) Constant 1 + 278: 22(int) Constant 3 + 346(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) + 347: TypePointer Function 346(PS_OUTPUT) + 349: 6(float) Constant 1065353216 + 350: 7(fvec4) ConstantComposite 349 349 349 349 + 352: TypePointer Function 6(float) + 354: TypePointer Output 7(fvec4) + 355(Color): 354(ptr) Variable Output + 358: TypePointer Output 6(float) + 359(Depth): 358(ptr) Variable Output + 363(g_sSamp2d): 15(ptr) Variable UniformConstant + 364: TypeImage 6(float) 1D array sampled format:Unknown + 365: TypePointer UniformConstant 364 +366(g_tTex1df4a): 365(ptr) Variable UniformConstant + 367: TypeImage 22(int) 1D array sampled format:Unknown + 368: TypePointer UniformConstant 367 +369(g_tTex1di4a): 368(ptr) Variable UniformConstant + 370: TypeImage 53(int) 1D array sampled format:Unknown + 371: TypePointer UniformConstant 370 +372(g_tTex1du4a): 371(ptr) Variable UniformConstant + 373: TypeImage 6(float) Cube array sampled format:Unknown + 374: TypePointer UniformConstant 373 +375(g_tTexcdf4a): 374(ptr) Variable UniformConstant + 376: TypeImage 22(int) Cube array sampled format:Unknown + 377: TypePointer UniformConstant 376 +378(g_tTexcdi4a): 377(ptr) Variable UniformConstant + 379: TypeImage 53(int) Cube array sampled format:Unknown + 380: TypePointer UniformConstant 379 +381(g_tTexcdu4a): 380(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 9(txval001): 8(ptr) Variable Function - 33(txval011): 32(ptr) Variable Function - 47(txval021): 46(ptr) Variable Function - 58(txval004): 8(ptr) Variable Function - 71(txval014): 32(ptr) Variable Function - 82(txval024): 46(ptr) Variable Function - 93(txval101): 8(ptr) Variable Function - 101(txval111): 32(ptr) Variable Function - 108(txval121): 46(ptr) Variable Function - 115(txval104): 8(ptr) Variable Function - 126(txval114): 32(ptr) Variable Function - 137(txval124): 46(ptr) Variable Function - 148(txval201): 8(ptr) Variable Function - 156(txval211): 32(ptr) Variable Function - 163(txval221): 46(ptr) Variable Function - 170(txval204): 8(ptr) Variable Function - 181(txval214): 32(ptr) Variable Function - 192(txval224): 46(ptr) Variable Function - 203(txval301): 8(ptr) Variable Function - 211(txval311): 32(ptr) Variable Function - 218(txval321): 46(ptr) Variable Function - 225(txval304): 8(ptr) Variable Function - 236(txval314): 32(ptr) Variable Function - 247(txval324): 46(ptr) Variable Function - 260(psout): 259(ptr) Variable Function + 40(txval011): 39(ptr) Variable Function + 56(txval021): 55(ptr) Variable Function + 69(txval004): 8(ptr) Variable Function + 87(txval014): 39(ptr) Variable Function + 103(txval024): 55(ptr) Variable Function + 119(txval101): 8(ptr) Variable Function + 129(txval111): 39(ptr) Variable Function + 138(txval121): 55(ptr) Variable Function + 147(txval104): 8(ptr) Variable Function + 163(txval114): 39(ptr) Variable Function + 179(txval124): 55(ptr) Variable Function + 195(txval201): 8(ptr) Variable Function + 204(txval211): 39(ptr) Variable Function + 213(txval221): 55(ptr) Variable Function + 222(txval204): 8(ptr) Variable Function + 238(txval214): 39(ptr) Variable Function + 254(txval224): 55(ptr) Variable Function + 270(txval301): 8(ptr) Variable Function + 280(txval311): 39(ptr) Variable Function + 289(txval321): 55(ptr) Variable Function + 298(txval304): 8(ptr) Variable Function + 314(txval314): 39(ptr) Variable Function + 330(txval324): 55(ptr) Variable Function + 348(psout): 347(ptr) Variable Function 13: 10 Load 12(g_tTex2df4a) 17: 14 Load 16(g_sSamp) 19: 18 SampledImage 13 17 - 23: 20(fvec3) Load 22(c3) - 28: 25(ivec2) Load 27(o2) - 30: 7(fvec4) ImageGather 19 23 29 Offset 28 - Store 9(txval001) 30 - 37: 34 Load 36(g_tTex2di4a) - 38: 14 Load 16(g_sSamp) - 40: 39 SampledImage 37 38 - 41: 20(fvec3) Load 22(c3) - 42: 25(ivec2) Load 27(o2) - 43: 31(ivec4) ImageGather 40 41 29 Offset 42 - Store 33(txval011) 43 - 51: 48 Load 50(g_tTex2du4a) - 52: 14 Load 16(g_sSamp) - 54: 53 SampledImage 51 52 - 55: 20(fvec3) Load 22(c3) - 56: 25(ivec2) Load 27(o2) - 57: 45(ivec4) ImageGather 54 55 29 Offset 56 - Store 47(txval021) 57 - 59: 10 Load 12(g_tTex2df4a) - 60: 14 Load 16(g_sSamp) - 61: 18 SampledImage 59 60 - 62: 20(fvec3) Load 22(c3) - 63: 25(ivec2) Load 27(o2) - 64: 25(ivec2) Load 27(o2) - 65: 25(ivec2) Load 27(o2) - 66: 25(ivec2) Load 27(o2) - 69: 68 CompositeConstruct 63 64 65 66 - 70: 7(fvec4) ImageGather 61 62 29 ConstOffsets 69 - Store 58(txval004) 70 - 72: 34 Load 36(g_tTex2di4a) - 73: 14 Load 16(g_sSamp) - 74: 39 SampledImage 72 73 - 75: 20(fvec3) Load 22(c3) - 76: 25(ivec2) Load 27(o2) - 77: 25(ivec2) Load 27(o2) - 78: 25(ivec2) Load 27(o2) - 79: 25(ivec2) Load 27(o2) - 80: 68 CompositeConstruct 76 77 78 79 - 81: 31(ivec4) ImageGather 74 75 29 ConstOffsets 80 - Store 71(txval014) 81 - 83: 48 Load 50(g_tTex2du4a) - 84: 14 Load 16(g_sSamp) - 85: 53 SampledImage 83 84 - 86: 20(fvec3) Load 22(c3) - 87: 25(ivec2) Load 27(o2) - 88: 25(ivec2) Load 27(o2) - 89: 25(ivec2) Load 27(o2) - 90: 25(ivec2) Load 27(o2) - 91: 68 CompositeConstruct 87 88 89 90 - 92: 45(ivec4) ImageGather 85 86 29 ConstOffsets 91 - Store 82(txval024) 92 - 94: 10 Load 12(g_tTex2df4a) - 95: 14 Load 16(g_sSamp) - 96: 18 SampledImage 94 95 - 97: 20(fvec3) Load 22(c3) - 98: 25(ivec2) Load 27(o2) - 100: 7(fvec4) ImageGather 96 97 99 Offset 98 - Store 93(txval101) 100 - 102: 34 Load 36(g_tTex2di4a) - 103: 14 Load 16(g_sSamp) - 104: 39 SampledImage 102 103 - 105: 20(fvec3) Load 22(c3) - 106: 25(ivec2) Load 27(o2) - 107: 31(ivec4) ImageGather 104 105 99 Offset 106 - Store 101(txval111) 107 - 109: 48 Load 50(g_tTex2du4a) - 110: 14 Load 16(g_sSamp) - 111: 53 SampledImage 109 110 - 112: 20(fvec3) Load 22(c3) - 113: 25(ivec2) Load 27(o2) - 114: 45(ivec4) ImageGather 111 112 99 Offset 113 - Store 108(txval121) 114 - 116: 10 Load 12(g_tTex2df4a) - 117: 14 Load 16(g_sSamp) - 118: 18 SampledImage 116 117 - 119: 20(fvec3) Load 22(c3) - 120: 25(ivec2) Load 27(o2) - 121: 25(ivec2) Load 27(o2) - 122: 25(ivec2) Load 27(o2) - 123: 25(ivec2) Load 27(o2) - 124: 68 CompositeConstruct 120 121 122 123 - 125: 7(fvec4) ImageGather 118 119 99 ConstOffsets 124 - Store 115(txval104) 125 - 127: 34 Load 36(g_tTex2di4a) - 128: 14 Load 16(g_sSamp) - 129: 39 SampledImage 127 128 - 130: 20(fvec3) Load 22(c3) - 131: 25(ivec2) Load 27(o2) - 132: 25(ivec2) Load 27(o2) - 133: 25(ivec2) Load 27(o2) - 134: 25(ivec2) Load 27(o2) - 135: 68 CompositeConstruct 131 132 133 134 - 136: 31(ivec4) ImageGather 129 130 99 ConstOffsets 135 - Store 126(txval114) 136 - 138: 48 Load 50(g_tTex2du4a) - 139: 14 Load 16(g_sSamp) - 140: 53 SampledImage 138 139 - 141: 20(fvec3) Load 22(c3) - 142: 25(ivec2) Load 27(o2) - 143: 25(ivec2) Load 27(o2) - 144: 25(ivec2) Load 27(o2) - 145: 25(ivec2) Load 27(o2) - 146: 68 CompositeConstruct 142 143 144 145 - 147: 45(ivec4) ImageGather 140 141 99 ConstOffsets 146 - Store 137(txval124) 147 - 149: 10 Load 12(g_tTex2df4a) - 150: 14 Load 16(g_sSamp) - 151: 18 SampledImage 149 150 - 152: 20(fvec3) Load 22(c3) - 153: 25(ivec2) Load 27(o2) - 155: 7(fvec4) ImageGather 151 152 154 Offset 153 - Store 148(txval201) 155 - 157: 34 Load 36(g_tTex2di4a) - 158: 14 Load 16(g_sSamp) - 159: 39 SampledImage 157 158 - 160: 20(fvec3) Load 22(c3) - 161: 25(ivec2) Load 27(o2) - 162: 31(ivec4) ImageGather 159 160 154 Offset 161 - Store 156(txval211) 162 - 164: 48 Load 50(g_tTex2du4a) + 31: 30(ptr) AccessChain 28 29 + 32: 21(fvec3) Load 31 + 35: 34(ptr) AccessChain 28 33 + 36: 23(ivec2) Load 35 + 38: 7(fvec4) ImageGather 19 32 37 Offset 36 + Store 9(txval001) 38 + 44: 41 Load 43(g_tTex2di4a) + 45: 14 Load 16(g_sSamp) + 47: 46 SampledImage 44 45 + 48: 30(ptr) AccessChain 28 29 + 49: 21(fvec3) Load 48 + 50: 34(ptr) AccessChain 28 33 + 51: 23(ivec2) Load 50 + 52: 25(ivec4) ImageGather 47 49 37 Offset 51 + Store 40(txval011) 52 + 60: 57 Load 59(g_tTex2du4a) + 61: 14 Load 16(g_sSamp) + 63: 62 SampledImage 60 61 + 64: 30(ptr) AccessChain 28 29 + 65: 21(fvec3) Load 64 + 66: 34(ptr) AccessChain 28 33 + 67: 23(ivec2) Load 66 + 68: 54(ivec4) ImageGather 63 65 37 Offset 67 + Store 56(txval021) 68 + 70: 10 Load 12(g_tTex2df4a) + 71: 14 Load 16(g_sSamp) + 72: 18 SampledImage 70 71 + 73: 30(ptr) AccessChain 28 29 + 74: 21(fvec3) Load 73 + 75: 34(ptr) AccessChain 28 33 + 76: 23(ivec2) Load 75 + 77: 34(ptr) AccessChain 28 33 + 78: 23(ivec2) Load 77 + 79: 34(ptr) AccessChain 28 33 + 80: 23(ivec2) Load 79 + 81: 34(ptr) AccessChain 28 33 + 82: 23(ivec2) Load 81 + 85: 84 CompositeConstruct 76 78 80 82 + 86: 7(fvec4) ImageGather 72 74 37 ConstOffsets 85 + Store 69(txval004) 86 + 88: 41 Load 43(g_tTex2di4a) + 89: 14 Load 16(g_sSamp) + 90: 46 SampledImage 88 89 + 91: 30(ptr) AccessChain 28 29 + 92: 21(fvec3) Load 91 + 93: 34(ptr) AccessChain 28 33 + 94: 23(ivec2) Load 93 + 95: 34(ptr) AccessChain 28 33 + 96: 23(ivec2) Load 95 + 97: 34(ptr) AccessChain 28 33 + 98: 23(ivec2) Load 97 + 99: 34(ptr) AccessChain 28 33 + 100: 23(ivec2) Load 99 + 101: 84 CompositeConstruct 94 96 98 100 + 102: 25(ivec4) ImageGather 90 92 37 ConstOffsets 101 + Store 87(txval014) 102 + 104: 57 Load 59(g_tTex2du4a) + 105: 14 Load 16(g_sSamp) + 106: 62 SampledImage 104 105 + 107: 30(ptr) AccessChain 28 29 + 108: 21(fvec3) Load 107 + 109: 34(ptr) AccessChain 28 33 + 110: 23(ivec2) Load 109 + 111: 34(ptr) AccessChain 28 33 + 112: 23(ivec2) Load 111 + 113: 34(ptr) AccessChain 28 33 + 114: 23(ivec2) Load 113 + 115: 34(ptr) AccessChain 28 33 + 116: 23(ivec2) Load 115 + 117: 84 CompositeConstruct 110 112 114 116 + 118: 54(ivec4) ImageGather 106 108 37 ConstOffsets 117 + Store 103(txval024) 118 + 120: 10 Load 12(g_tTex2df4a) + 121: 14 Load 16(g_sSamp) + 122: 18 SampledImage 120 121 + 123: 30(ptr) AccessChain 28 29 + 124: 21(fvec3) Load 123 + 125: 34(ptr) AccessChain 28 33 + 126: 23(ivec2) Load 125 + 128: 7(fvec4) ImageGather 122 124 127 Offset 126 + Store 119(txval101) 128 + 130: 41 Load 43(g_tTex2di4a) + 131: 14 Load 16(g_sSamp) + 132: 46 SampledImage 130 131 + 133: 30(ptr) AccessChain 28 29 + 134: 21(fvec3) Load 133 + 135: 34(ptr) AccessChain 28 33 + 136: 23(ivec2) Load 135 + 137: 25(ivec4) ImageGather 132 134 127 Offset 136 + Store 129(txval111) 137 + 139: 57 Load 59(g_tTex2du4a) + 140: 14 Load 16(g_sSamp) + 141: 62 SampledImage 139 140 + 142: 30(ptr) AccessChain 28 29 + 143: 21(fvec3) Load 142 + 144: 34(ptr) AccessChain 28 33 + 145: 23(ivec2) Load 144 + 146: 54(ivec4) ImageGather 141 143 127 Offset 145 + Store 138(txval121) 146 + 148: 10 Load 12(g_tTex2df4a) + 149: 14 Load 16(g_sSamp) + 150: 18 SampledImage 148 149 + 151: 30(ptr) AccessChain 28 29 + 152: 21(fvec3) Load 151 + 153: 34(ptr) AccessChain 28 33 + 154: 23(ivec2) Load 153 + 155: 34(ptr) AccessChain 28 33 + 156: 23(ivec2) Load 155 + 157: 34(ptr) AccessChain 28 33 + 158: 23(ivec2) Load 157 + 159: 34(ptr) AccessChain 28 33 + 160: 23(ivec2) Load 159 + 161: 84 CompositeConstruct 154 156 158 160 + 162: 7(fvec4) ImageGather 150 152 127 ConstOffsets 161 + Store 147(txval104) 162 + 164: 41 Load 43(g_tTex2di4a) 165: 14 Load 16(g_sSamp) - 166: 53 SampledImage 164 165 - 167: 20(fvec3) Load 22(c3) - 168: 25(ivec2) Load 27(o2) - 169: 45(ivec4) ImageGather 166 167 154 Offset 168 - Store 163(txval221) 169 - 171: 10 Load 12(g_tTex2df4a) - 172: 14 Load 16(g_sSamp) - 173: 18 SampledImage 171 172 - 174: 20(fvec3) Load 22(c3) - 175: 25(ivec2) Load 27(o2) - 176: 25(ivec2) Load 27(o2) - 177: 25(ivec2) Load 27(o2) - 178: 25(ivec2) Load 27(o2) - 179: 68 CompositeConstruct 175 176 177 178 - 180: 7(fvec4) ImageGather 173 174 154 ConstOffsets 179 - Store 170(txval204) 180 - 182: 34 Load 36(g_tTex2di4a) - 183: 14 Load 16(g_sSamp) - 184: 39 SampledImage 182 183 - 185: 20(fvec3) Load 22(c3) - 186: 25(ivec2) Load 27(o2) - 187: 25(ivec2) Load 27(o2) - 188: 25(ivec2) Load 27(o2) - 189: 25(ivec2) Load 27(o2) - 190: 68 CompositeConstruct 186 187 188 189 - 191: 31(ivec4) ImageGather 184 185 154 ConstOffsets 190 - Store 181(txval214) 191 - 193: 48 Load 50(g_tTex2du4a) - 194: 14 Load 16(g_sSamp) - 195: 53 SampledImage 193 194 - 196: 20(fvec3) Load 22(c3) - 197: 25(ivec2) Load 27(o2) - 198: 25(ivec2) Load 27(o2) - 199: 25(ivec2) Load 27(o2) - 200: 25(ivec2) Load 27(o2) - 201: 68 CompositeConstruct 197 198 199 200 - 202: 45(ivec4) ImageGather 195 196 154 ConstOffsets 201 - Store 192(txval224) 202 - 204: 10 Load 12(g_tTex2df4a) - 205: 14 Load 16(g_sSamp) - 206: 18 SampledImage 204 205 - 207: 20(fvec3) Load 22(c3) - 208: 25(ivec2) Load 27(o2) - 210: 7(fvec4) ImageGather 206 207 209 Offset 208 - Store 203(txval301) 210 - 212: 34 Load 36(g_tTex2di4a) - 213: 14 Load 16(g_sSamp) - 214: 39 SampledImage 212 213 - 215: 20(fvec3) Load 22(c3) - 216: 25(ivec2) Load 27(o2) - 217: 31(ivec4) ImageGather 214 215 209 Offset 216 - Store 211(txval311) 217 - 219: 48 Load 50(g_tTex2du4a) - 220: 14 Load 16(g_sSamp) - 221: 53 SampledImage 219 220 - 222: 20(fvec3) Load 22(c3) - 223: 25(ivec2) Load 27(o2) - 224: 45(ivec4) ImageGather 221 222 209 Offset 223 - Store 218(txval321) 224 - 226: 10 Load 12(g_tTex2df4a) - 227: 14 Load 16(g_sSamp) - 228: 18 SampledImage 226 227 - 229: 20(fvec3) Load 22(c3) - 230: 25(ivec2) Load 27(o2) - 231: 25(ivec2) Load 27(o2) - 232: 25(ivec2) Load 27(o2) - 233: 25(ivec2) Load 27(o2) - 234: 68 CompositeConstruct 230 231 232 233 - 235: 7(fvec4) ImageGather 228 229 209 ConstOffsets 234 - Store 225(txval304) 235 - 237: 34 Load 36(g_tTex2di4a) - 238: 14 Load 16(g_sSamp) - 239: 39 SampledImage 237 238 - 240: 20(fvec3) Load 22(c3) - 241: 25(ivec2) Load 27(o2) - 242: 25(ivec2) Load 27(o2) - 243: 25(ivec2) Load 27(o2) - 244: 25(ivec2) Load 27(o2) - 245: 68 CompositeConstruct 241 242 243 244 - 246: 31(ivec4) ImageGather 239 240 209 ConstOffsets 245 - Store 236(txval314) 246 - 248: 48 Load 50(g_tTex2du4a) - 249: 14 Load 16(g_sSamp) - 250: 53 SampledImage 248 249 - 251: 20(fvec3) Load 22(c3) - 252: 25(ivec2) Load 27(o2) - 253: 25(ivec2) Load 27(o2) - 254: 25(ivec2) Load 27(o2) - 255: 25(ivec2) Load 27(o2) - 256: 68 CompositeConstruct 252 253 254 255 - 257: 45(ivec4) ImageGather 250 251 209 ConstOffsets 256 - Store 247(txval324) 257 - 263: 8(ptr) AccessChain 260(psout) 29 - Store 263 262 - 265: 264(ptr) AccessChain 260(psout) 99 - Store 265 261 - 268: 8(ptr) AccessChain 260(psout) 29 - 269: 7(fvec4) Load 268 - Store 267(Color) 269 - 272: 264(ptr) AccessChain 260(psout) 99 - 273: 6(float) Load 272 - Store 271(Depth) 273 + 166: 46 SampledImage 164 165 + 167: 30(ptr) AccessChain 28 29 + 168: 21(fvec3) Load 167 + 169: 34(ptr) AccessChain 28 33 + 170: 23(ivec2) Load 169 + 171: 34(ptr) AccessChain 28 33 + 172: 23(ivec2) Load 171 + 173: 34(ptr) AccessChain 28 33 + 174: 23(ivec2) Load 173 + 175: 34(ptr) AccessChain 28 33 + 176: 23(ivec2) Load 175 + 177: 84 CompositeConstruct 170 172 174 176 + 178: 25(ivec4) ImageGather 166 168 127 ConstOffsets 177 + Store 163(txval114) 178 + 180: 57 Load 59(g_tTex2du4a) + 181: 14 Load 16(g_sSamp) + 182: 62 SampledImage 180 181 + 183: 30(ptr) AccessChain 28 29 + 184: 21(fvec3) Load 183 + 185: 34(ptr) AccessChain 28 33 + 186: 23(ivec2) Load 185 + 187: 34(ptr) AccessChain 28 33 + 188: 23(ivec2) Load 187 + 189: 34(ptr) AccessChain 28 33 + 190: 23(ivec2) Load 189 + 191: 34(ptr) AccessChain 28 33 + 192: 23(ivec2) Load 191 + 193: 84 CompositeConstruct 186 188 190 192 + 194: 54(ivec4) ImageGather 182 184 127 ConstOffsets 193 + Store 179(txval124) 194 + 196: 10 Load 12(g_tTex2df4a) + 197: 14 Load 16(g_sSamp) + 198: 18 SampledImage 196 197 + 199: 30(ptr) AccessChain 28 29 + 200: 21(fvec3) Load 199 + 201: 34(ptr) AccessChain 28 33 + 202: 23(ivec2) Load 201 + 203: 7(fvec4) ImageGather 198 200 29 Offset 202 + Store 195(txval201) 203 + 205: 41 Load 43(g_tTex2di4a) + 206: 14 Load 16(g_sSamp) + 207: 46 SampledImage 205 206 + 208: 30(ptr) AccessChain 28 29 + 209: 21(fvec3) Load 208 + 210: 34(ptr) AccessChain 28 33 + 211: 23(ivec2) Load 210 + 212: 25(ivec4) ImageGather 207 209 29 Offset 211 + Store 204(txval211) 212 + 214: 57 Load 59(g_tTex2du4a) + 215: 14 Load 16(g_sSamp) + 216: 62 SampledImage 214 215 + 217: 30(ptr) AccessChain 28 29 + 218: 21(fvec3) Load 217 + 219: 34(ptr) AccessChain 28 33 + 220: 23(ivec2) Load 219 + 221: 54(ivec4) ImageGather 216 218 29 Offset 220 + Store 213(txval221) 221 + 223: 10 Load 12(g_tTex2df4a) + 224: 14 Load 16(g_sSamp) + 225: 18 SampledImage 223 224 + 226: 30(ptr) AccessChain 28 29 + 227: 21(fvec3) Load 226 + 228: 34(ptr) AccessChain 28 33 + 229: 23(ivec2) Load 228 + 230: 34(ptr) AccessChain 28 33 + 231: 23(ivec2) Load 230 + 232: 34(ptr) AccessChain 28 33 + 233: 23(ivec2) Load 232 + 234: 34(ptr) AccessChain 28 33 + 235: 23(ivec2) Load 234 + 236: 84 CompositeConstruct 229 231 233 235 + 237: 7(fvec4) ImageGather 225 227 29 ConstOffsets 236 + Store 222(txval204) 237 + 239: 41 Load 43(g_tTex2di4a) + 240: 14 Load 16(g_sSamp) + 241: 46 SampledImage 239 240 + 242: 30(ptr) AccessChain 28 29 + 243: 21(fvec3) Load 242 + 244: 34(ptr) AccessChain 28 33 + 245: 23(ivec2) Load 244 + 246: 34(ptr) AccessChain 28 33 + 247: 23(ivec2) Load 246 + 248: 34(ptr) AccessChain 28 33 + 249: 23(ivec2) Load 248 + 250: 34(ptr) AccessChain 28 33 + 251: 23(ivec2) Load 250 + 252: 84 CompositeConstruct 245 247 249 251 + 253: 25(ivec4) ImageGather 241 243 29 ConstOffsets 252 + Store 238(txval214) 253 + 255: 57 Load 59(g_tTex2du4a) + 256: 14 Load 16(g_sSamp) + 257: 62 SampledImage 255 256 + 258: 30(ptr) AccessChain 28 29 + 259: 21(fvec3) Load 258 + 260: 34(ptr) AccessChain 28 33 + 261: 23(ivec2) Load 260 + 262: 34(ptr) AccessChain 28 33 + 263: 23(ivec2) Load 262 + 264: 34(ptr) AccessChain 28 33 + 265: 23(ivec2) Load 264 + 266: 34(ptr) AccessChain 28 33 + 267: 23(ivec2) Load 266 + 268: 84 CompositeConstruct 261 263 265 267 + 269: 54(ivec4) ImageGather 257 259 29 ConstOffsets 268 + Store 254(txval224) 269 + 271: 10 Load 12(g_tTex2df4a) + 272: 14 Load 16(g_sSamp) + 273: 18 SampledImage 271 272 + 274: 30(ptr) AccessChain 28 29 + 275: 21(fvec3) Load 274 + 276: 34(ptr) AccessChain 28 33 + 277: 23(ivec2) Load 276 + 279: 7(fvec4) ImageGather 273 275 278 Offset 277 + Store 270(txval301) 279 + 281: 41 Load 43(g_tTex2di4a) + 282: 14 Load 16(g_sSamp) + 283: 46 SampledImage 281 282 + 284: 30(ptr) AccessChain 28 29 + 285: 21(fvec3) Load 284 + 286: 34(ptr) AccessChain 28 33 + 287: 23(ivec2) Load 286 + 288: 25(ivec4) ImageGather 283 285 278 Offset 287 + Store 280(txval311) 288 + 290: 57 Load 59(g_tTex2du4a) + 291: 14 Load 16(g_sSamp) + 292: 62 SampledImage 290 291 + 293: 30(ptr) AccessChain 28 29 + 294: 21(fvec3) Load 293 + 295: 34(ptr) AccessChain 28 33 + 296: 23(ivec2) Load 295 + 297: 54(ivec4) ImageGather 292 294 278 Offset 296 + Store 289(txval321) 297 + 299: 10 Load 12(g_tTex2df4a) + 300: 14 Load 16(g_sSamp) + 301: 18 SampledImage 299 300 + 302: 30(ptr) AccessChain 28 29 + 303: 21(fvec3) Load 302 + 304: 34(ptr) AccessChain 28 33 + 305: 23(ivec2) Load 304 + 306: 34(ptr) AccessChain 28 33 + 307: 23(ivec2) Load 306 + 308: 34(ptr) AccessChain 28 33 + 309: 23(ivec2) Load 308 + 310: 34(ptr) AccessChain 28 33 + 311: 23(ivec2) Load 310 + 312: 84 CompositeConstruct 305 307 309 311 + 313: 7(fvec4) ImageGather 301 303 278 ConstOffsets 312 + Store 298(txval304) 313 + 315: 41 Load 43(g_tTex2di4a) + 316: 14 Load 16(g_sSamp) + 317: 46 SampledImage 315 316 + 318: 30(ptr) AccessChain 28 29 + 319: 21(fvec3) Load 318 + 320: 34(ptr) AccessChain 28 33 + 321: 23(ivec2) Load 320 + 322: 34(ptr) AccessChain 28 33 + 323: 23(ivec2) Load 322 + 324: 34(ptr) AccessChain 28 33 + 325: 23(ivec2) Load 324 + 326: 34(ptr) AccessChain 28 33 + 327: 23(ivec2) Load 326 + 328: 84 CompositeConstruct 321 323 325 327 + 329: 25(ivec4) ImageGather 317 319 278 ConstOffsets 328 + Store 314(txval314) 329 + 331: 57 Load 59(g_tTex2du4a) + 332: 14 Load 16(g_sSamp) + 333: 62 SampledImage 331 332 + 334: 30(ptr) AccessChain 28 29 + 335: 21(fvec3) Load 334 + 336: 34(ptr) AccessChain 28 33 + 337: 23(ivec2) Load 336 + 338: 34(ptr) AccessChain 28 33 + 339: 23(ivec2) Load 338 + 340: 34(ptr) AccessChain 28 33 + 341: 23(ivec2) Load 340 + 342: 34(ptr) AccessChain 28 33 + 343: 23(ivec2) Load 342 + 344: 84 CompositeConstruct 337 339 341 343 + 345: 54(ivec4) ImageGather 333 335 278 ConstOffsets 344 + Store 330(txval324) 345 + 351: 8(ptr) AccessChain 348(psout) 37 + Store 351 350 + 353: 352(ptr) AccessChain 348(psout) 127 + Store 353 349 + 356: 8(ptr) AccessChain 348(psout) 37 + 357: 7(fvec4) Load 356 + Store 355(Color) 357 + 360: 352(ptr) AccessChain 348(psout) 127 + 361: 6(float) Load 360 + Store 359(Depth) 361 Return FunctionEnd diff --git a/Test/baseResults/hlsl.getdimensions.dx10.frag.out b/Test/baseResults/hlsl.getdimensions.dx10.frag.out index 18b35e4c8..8aba16ae2 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.frag.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.getdimensions.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:46 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Function Parameters: 0:? Sequence 0:65 Sequence @@ -1114,7 +1114,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:46 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Function Parameters: 0:? Sequence 0:65 Sequence diff --git a/Test/baseResults/hlsl.getdimensions.dx10.vert.out b/Test/baseResults/hlsl.getdimensions.dx10.vert.out index 3c063c129..1d72e873a 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.vert.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.getdimensions.dx10.vert Shader version: 450 0:? Sequence -0:11 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:11 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:11 Function Parameters: 0:? Sequence 0:21 Sequence @@ -56,7 +56,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:11 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:11 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:11 Function Parameters: 0:? Sequence 0:21 Sequence diff --git a/Test/baseResults/hlsl.getsampleposition.dx10.frag.out b/Test/baseResults/hlsl.getsampleposition.dx10.frag.out index a44e9445e..41f6ca2dd 100644 --- a/Test/baseResults/hlsl.getsampleposition.dx10.frag.out +++ b/Test/baseResults/hlsl.getsampleposition.dx10.frag.out @@ -7,7 +7,7 @@ ERROR: 2 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:13 Function Parameters: 0:? Sequence 0:16 Sequence @@ -72,7 +72,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:13 Function Parameters: 0:? Sequence 0:16 Sequence diff --git a/Test/baseResults/hlsl.if.frag.out b/Test/baseResults/hlsl.if.frag.out index 499015a48..3b329ae17 100755 --- a/Test/baseResults/hlsl.if.frag.out +++ b/Test/baseResults/hlsl.if.frag.out @@ -2,7 +2,7 @@ hlsl.if.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -103,7 +103,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.init.frag.out b/Test/baseResults/hlsl.init.frag.out index 99acc2358..b31921b49 100755 --- a/Test/baseResults/hlsl.init.frag.out +++ b/Test/baseResults/hlsl.init.frag.out @@ -78,7 +78,7 @@ gl_FragCoord origin is upper left 0:18 Constant: 0:18 4 (const uint) 0:18 5 (const uint) -0:21 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) +0:21 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float) 0:21 Function Parameters: 0:21 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -236,7 +236,7 @@ gl_FragCoord origin is upper left 0:18 Constant: 0:18 4 (const uint) 0:18 5 (const uint) -0:21 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) +0:21 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float) 0:21 Function Parameters: 0:21 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.init2.frag.out b/Test/baseResults/hlsl.init2.frag.out index 3657cb228..9ba8b1184 100644 --- a/Test/baseResults/hlsl.init2.frag.out +++ b/Test/baseResults/hlsl.init2.frag.out @@ -2,7 +2,7 @@ hlsl.init2.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: Test1( (global void) +0:3 Function Definition: Test1( (temp void) 0:3 Function Parameters: 0:? Sequence 0:5 Sequence @@ -29,10 +29,10 @@ gl_FragCoord origin is upper left 0:20 8.000000 0:20 9.000000 0:20 10.000000 -0:26 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:26 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:26 Function Parameters: 0:? Sequence -0:27 Function Call: Test1( (global void) +0:27 Function Call: Test1( (temp void) 0:30 move second child to first child (temp 4-component vector of float) 0:30 color: direct index for structure (temp 4-component vector of float) 0:30 'ps_output' (temp structure{temp 4-component vector of float color}) @@ -62,7 +62,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: Test1( (global void) +0:3 Function Definition: Test1( (temp void) 0:3 Function Parameters: 0:? Sequence 0:5 Sequence @@ -89,10 +89,10 @@ gl_FragCoord origin is upper left 0:20 8.000000 0:20 9.000000 0:20 10.000000 -0:26 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:26 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:26 Function Parameters: 0:? Sequence -0:27 Function Call: Test1( (global void) +0:27 Function Call: Test1( (temp void) 0:30 move second child to first child (temp 4-component vector of float) 0:30 color: direct index for structure (temp 4-component vector of float) 0:30 'ps_output' (temp structure{temp 4-component vector of float color}) diff --git a/Test/baseResults/hlsl.inoutquals.frag.out b/Test/baseResults/hlsl.inoutquals.frag.out index 2fcb72226..b3b3d8fd0 100644 --- a/Test/baseResults/hlsl.inoutquals.frag.out +++ b/Test/baseResults/hlsl.inoutquals.frag.out @@ -2,7 +2,7 @@ hlsl.inoutquals.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: MyFunc(f1;f1;f1; (global void) +0:8 Function Definition: MyFunc(f1;f1;f1; (temp void) 0:8 Function Parameters: 0:8 'x' (in float) 0:8 'y' (out float) @@ -18,7 +18,7 @@ gl_FragCoord origin is upper left 0:11 'x' (in float) 0:11 Constant: 0:11 -1.000000 -0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float Depth}) +0:15 Function Definition: main(vf4; (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:15 'inpos' (noperspective in 4-component vector of float FragCoord) 0:? Sequence @@ -31,7 +31,7 @@ gl_FragCoord origin is upper left 0:18 'z' (temp float) 0:18 Constant: 0:18 3.000000 -0:19 Function Call: MyFunc(f1;f1;f1; (global void) +0:19 Function Call: MyFunc(f1;f1;f1; (temp void) 0:19 'x' (temp float) 0:19 'y' (temp float) 0:19 'z' (temp float) @@ -82,7 +82,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:8 Function Definition: MyFunc(f1;f1;f1; (global void) +0:8 Function Definition: MyFunc(f1;f1;f1; (temp void) 0:8 Function Parameters: 0:8 'x' (in float) 0:8 'y' (out float) @@ -98,7 +98,7 @@ gl_FragCoord origin is upper left 0:11 'x' (in float) 0:11 Constant: 0:11 -1.000000 -0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float Depth}) +0:15 Function Definition: main(vf4; (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:15 'inpos' (noperspective in 4-component vector of float FragCoord) 0:? Sequence @@ -111,7 +111,7 @@ gl_FragCoord origin is upper left 0:18 'z' (temp float) 0:18 Constant: 0:18 3.000000 -0:19 Function Call: MyFunc(f1;f1;f1; (global void) +0:19 Function Call: MyFunc(f1;f1;f1; (temp void) 0:19 'x' (temp float) 0:19 'y' (temp float) 0:19 'z' (temp float) diff --git a/Test/baseResults/hlsl.intrinsics.barriers.comp.out b/Test/baseResults/hlsl.intrinsics.barriers.comp.out index 95e172588..5d92dd1f5 100644 --- a/Test/baseResults/hlsl.intrinsics.barriers.comp.out +++ b/Test/baseResults/hlsl.intrinsics.barriers.comp.out @@ -2,7 +2,7 @@ hlsl.intrinsics.barriers.comp Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:3 Function Definition: ComputeShaderFunction( (global float) +0:3 Function Definition: ComputeShaderFunction( (temp float) 0:3 Function Parameters: 0:? Sequence 0:4 MemoryBarrier (global void) @@ -27,7 +27,7 @@ Linked compute stage: Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:3 Function Definition: ComputeShaderFunction( (global float) +0:3 Function Definition: ComputeShaderFunction( (temp float) 0:3 Function Parameters: 0:? Sequence 0:4 MemoryBarrier (global void) diff --git a/Test/baseResults/hlsl.intrinsics.comp.out b/Test/baseResults/hlsl.intrinsics.comp.out index b760c65e0..f73397551 100644 --- a/Test/baseResults/hlsl.intrinsics.comp.out +++ b/Test/baseResults/hlsl.intrinsics.comp.out @@ -2,7 +2,7 @@ hlsl.intrinsics.comp Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (global float) +0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (temp float) 0:17 Function Parameters: 0:17 'inF0' (in float) 0:17 'inF1' (in float) @@ -74,7 +74,7 @@ local_size = (1, 1, 1) 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 -0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float) +0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float) 0:45 Function Parameters: 0:45 'inF0' (in 1-component vector of float) 0:45 'inF1' (in 1-component vector of float) @@ -83,7 +83,7 @@ local_size = (1, 1, 1) 0:47 Branch: Return with expression 0:47 Constant: 0:47 0.000000 -0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float) +0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float) 0:51 Function Parameters: 0:51 'inF0' (in 2-component vector of float) 0:51 'inF1' (in 2-component vector of float) @@ -156,7 +156,7 @@ local_size = (1, 1, 1) 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float) +0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float) 0:78 Function Parameters: 0:78 'inF0' (in 3-component vector of float) 0:78 'inF1' (in 3-component vector of float) @@ -230,7 +230,7 @@ local_size = (1, 1, 1) 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) +0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) 0:105 Function Parameters: 0:105 'inF0' (layout(location=0 ) in 4-component vector of float) 0:105 'inF1' (layout(location=1 ) in 4-component vector of float) @@ -335,7 +335,7 @@ Linked compute stage: Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (global float) +0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (temp float) 0:17 Function Parameters: 0:17 'inF0' (in float) 0:17 'inF1' (in float) @@ -407,7 +407,7 @@ local_size = (1, 1, 1) 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 -0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float) +0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float) 0:45 Function Parameters: 0:45 'inF0' (in 1-component vector of float) 0:45 'inF1' (in 1-component vector of float) @@ -416,7 +416,7 @@ local_size = (1, 1, 1) 0:47 Branch: Return with expression 0:47 Constant: 0:47 0.000000 -0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float) +0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float) 0:51 Function Parameters: 0:51 'inF0' (in 2-component vector of float) 0:51 'inF1' (in 2-component vector of float) @@ -489,7 +489,7 @@ local_size = (1, 1, 1) 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float) +0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float) 0:78 Function Parameters: 0:78 'inF0' (in 3-component vector of float) 0:78 'inF1' (in 3-component vector of float) @@ -563,7 +563,7 @@ local_size = (1, 1, 1) 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) +0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) 0:105 Function Parameters: 0:105 'inF0' (layout(location=0 ) in 4-component vector of float) 0:105 'inF1' (layout(location=1 ) in 4-component vector of float) diff --git a/Test/baseResults/hlsl.intrinsics.double.frag.out b/Test/baseResults/hlsl.intrinsics.double.frag.out index 0dba03292..554e55208 100644 --- a/Test/baseResults/hlsl.intrinsics.double.frag.out +++ b/Test/baseResults/hlsl.intrinsics.double.frag.out @@ -2,7 +2,7 @@ hlsl.intrinsics.double.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float) +0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float) 0:5 Function Parameters: 0:5 'inDV1a' (layout(location=0 ) in double) 0:5 'inDV1b' (layout(location=1 ) in double) @@ -51,7 +51,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float) +0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float) 0:5 Function Parameters: 0:5 'inDV1a' (layout(location=0 ) in double) 0:5 'inDV1b' (layout(location=1 ) in double) diff --git a/Test/baseResults/hlsl.intrinsics.evalfns.frag.out b/Test/baseResults/hlsl.intrinsics.evalfns.frag.out index a23a88334..8f8dd6101 100644 --- a/Test/baseResults/hlsl.intrinsics.evalfns.frag.out +++ b/Test/baseResults/hlsl.intrinsics.evalfns.frag.out @@ -2,7 +2,7 @@ hlsl.intrinsics.evalfns.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void) +0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (temp void) 0:3 Function Parameters: 0:3 'inF1' (layout(location=0 ) in float) 0:3 'inF2' (layout(location=1 ) in 2-component vector of float) @@ -57,7 +57,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void) +0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (temp void) 0:3 Function Parameters: 0:3 'inF1' (layout(location=0 ) in float) 0:3 'inF2' (layout(location=1 ) in 2-component vector of float) diff --git a/Test/baseResults/hlsl.intrinsics.f1632.frag.out b/Test/baseResults/hlsl.intrinsics.f1632.frag.out index 21daced7f..5fcb5f99f 100644 --- a/Test/baseResults/hlsl.intrinsics.f1632.frag.out +++ b/Test/baseResults/hlsl.intrinsics.f1632.frag.out @@ -9,7 +9,7 @@ ERROR: 4 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:2 Function Definition: PixelShaderFunctionS(f1; (global float) +0:2 Function Definition: PixelShaderFunctionS(f1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:? Sequence @@ -19,14 +19,14 @@ ERROR: node is still EOpNull! 0:5 Branch: Return with expression 0:5 Constant: 0:5 0.000000 -0:9 Function Definition: PixelShaderFunction1(vf1; (global 1-component vector of float) +0:9 Function Definition: PixelShaderFunction1(vf1; (temp 1-component vector of float) 0:9 Function Parameters: 0:9 'inF0' (in 1-component vector of float) 0:? Sequence 0:11 Branch: Return with expression 0:11 Constant: 0:11 0.000000 -0:15 Function Definition: PixelShaderFunction2(vf2; (global 2-component vector of float) +0:15 Function Definition: PixelShaderFunction2(vf2; (temp 2-component vector of float) 0:15 Function Parameters: 0:15 'inF0' (in 2-component vector of float) 0:? Sequence @@ -37,7 +37,7 @@ ERROR: node is still EOpNull! 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:22 Function Definition: PixelShaderFunction3(vf3; (global 3-component vector of float) +0:22 Function Definition: PixelShaderFunction3(vf3; (temp 3-component vector of float) 0:22 Function Parameters: 0:22 'inF0' (in 3-component vector of float) 0:? Sequence @@ -49,7 +49,7 @@ ERROR: node is still EOpNull! 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:29 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:29 Function Parameters: 0:29 'inF0' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -76,7 +76,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:2 Function Definition: PixelShaderFunctionS(f1; (global float) +0:2 Function Definition: PixelShaderFunctionS(f1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:? Sequence @@ -86,14 +86,14 @@ ERROR: node is still EOpNull! 0:5 Branch: Return with expression 0:5 Constant: 0:5 0.000000 -0:9 Function Definition: PixelShaderFunction1(vf1; (global 1-component vector of float) +0:9 Function Definition: PixelShaderFunction1(vf1; (temp 1-component vector of float) 0:9 Function Parameters: 0:9 'inF0' (in 1-component vector of float) 0:? Sequence 0:11 Branch: Return with expression 0:11 Constant: 0:11 0.000000 -0:15 Function Definition: PixelShaderFunction2(vf2; (global 2-component vector of float) +0:15 Function Definition: PixelShaderFunction2(vf2; (temp 2-component vector of float) 0:15 Function Parameters: 0:15 'inF0' (in 2-component vector of float) 0:? Sequence @@ -104,7 +104,7 @@ ERROR: node is still EOpNull! 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:22 Function Definition: PixelShaderFunction3(vf3; (global 3-component vector of float) +0:22 Function Definition: PixelShaderFunction3(vf3; (temp 3-component vector of float) 0:22 Function Parameters: 0:22 'inF0' (in 3-component vector of float) 0:? Sequence @@ -116,7 +116,7 @@ ERROR: node is still EOpNull! 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:29 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:29 Function Parameters: 0:29 'inF0' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.intrinsics.frag.out b/Test/baseResults/hlsl.intrinsics.frag.out index 151bdb428..09f88a86e 100644 --- a/Test/baseResults/hlsl.intrinsics.frag.out +++ b/Test/baseResults/hlsl.intrinsics.frag.out @@ -2,7 +2,7 @@ hlsl.intrinsics.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (global float) +0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (temp float) 0:17 Function Parameters: 0:17 'inF0' (in float) 0:17 'inF1' (in float) @@ -339,7 +339,7 @@ gl_FragCoord origin is upper left 0:85 Branch: Return with expression 0:85 Constant: 0:85 0.000000 -0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float) +0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float) 0:89 Function Parameters: 0:89 'inF0' (in 1-component vector of float) 0:89 'inF1' (in 1-component vector of float) @@ -348,7 +348,7 @@ gl_FragCoord origin is upper left 0:91 Branch: Return with expression 0:91 Constant: 0:91 0.000000 -0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float) +0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float) 0:95 Function Parameters: 0:95 'inF0' (in 2-component vector of float) 0:95 'inF1' (in 2-component vector of float) @@ -733,7 +733,7 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float) +0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float) 0:178 Function Parameters: 0:178 'inF0' (in 3-component vector of float) 0:178 'inF1' (in 3-component vector of float) @@ -1138,7 +1138,7 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) +0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) 0:260 Function Parameters: 0:260 'inF0' (in 4-component vector of float) 0:260 'inF1' (in 4-component vector of float) @@ -1558,7 +1558,7 @@ gl_FragCoord origin is upper left 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float) +0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:401 Function Parameters: 0:401 'inF0' (in 2X2 matrix of float) 0:401 'inF1' (in 2X2 matrix of float) @@ -1846,7 +1846,7 @@ gl_FragCoord origin is upper left 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float) +0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:410 Function Parameters: 0:410 'inF0' (in 3X3 matrix of float) 0:410 'inF1' (in 3X3 matrix of float) @@ -2144,7 +2144,7 @@ gl_FragCoord origin is upper left 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float) +0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:419 Function Parameters: 0:419 'inF0' (in 4X4 matrix of float) 0:419 'inF1' (in 4X4 matrix of float) @@ -2456,7 +2456,7 @@ gl_FragCoord origin is upper left 0:? 4.000000 0:? 4.000000 0:? 4.000000 -0:442 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (global void) +0:442 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void) 0:442 Function Parameters: 0:442 'inF0' (in float) 0:442 'inF1' (in float) @@ -2519,7 +2519,7 @@ gl_FragCoord origin is upper left 0:443 matrix-multiply (temp 2X2 matrix of float) 0:443 'inFM1' (in 2X2 matrix of float) 0:443 'inFM0' (in 2X2 matrix of float) -0:449 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (global void) +0:449 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void) 0:449 Function Parameters: 0:449 'inF0' (in float) 0:449 'inF1' (in float) @@ -2582,7 +2582,7 @@ gl_FragCoord origin is upper left 0:450 matrix-multiply (temp 3X3 matrix of float) 0:450 'inFM1' (in 3X3 matrix of float) 0:450 'inFM0' (in 3X3 matrix of float) -0:456 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (global void) +0:456 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void) 0:456 Function Parameters: 0:456 'inF0' (in float) 0:456 'inF1' (in float) @@ -2645,7 +2645,7 @@ gl_FragCoord origin is upper left 0:457 matrix-multiply (temp 4X4 matrix of float) 0:457 'inFM1' (in 4X4 matrix of float) 0:457 'inFM0' (in 4X4 matrix of float) -0:466 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (global void) +0:466 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void) 0:466 Function Parameters: 0:466 'inF0' (in float) 0:466 'inF1' (in float) @@ -2759,7 +2759,7 @@ gl_FragCoord origin is upper left 0:483 matrix-multiply (temp 3X4 matrix of float) 0:483 'inFM2x4' (in 2X4 matrix of float) 0:483 'inFM3x2' (in 3X2 matrix of float) -0:489 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:489 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:489 Function Parameters: 0:? Sequence 0:491 move second child to first child (temp 4-component vector of float) @@ -2803,7 +2803,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (global float) +0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (temp float) 0:17 Function Parameters: 0:17 'inF0' (in float) 0:17 'inF1' (in float) @@ -3140,7 +3140,7 @@ gl_FragCoord origin is upper left 0:85 Branch: Return with expression 0:85 Constant: 0:85 0.000000 -0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float) +0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float) 0:89 Function Parameters: 0:89 'inF0' (in 1-component vector of float) 0:89 'inF1' (in 1-component vector of float) @@ -3149,7 +3149,7 @@ gl_FragCoord origin is upper left 0:91 Branch: Return with expression 0:91 Constant: 0:91 0.000000 -0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float) +0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float) 0:95 Function Parameters: 0:95 'inF0' (in 2-component vector of float) 0:95 'inF1' (in 2-component vector of float) @@ -3534,7 +3534,7 @@ gl_FragCoord origin is upper left 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float) +0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float) 0:178 Function Parameters: 0:178 'inF0' (in 3-component vector of float) 0:178 'inF1' (in 3-component vector of float) @@ -3939,7 +3939,7 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) +0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) 0:260 Function Parameters: 0:260 'inF0' (in 4-component vector of float) 0:260 'inF1' (in 4-component vector of float) @@ -4359,7 +4359,7 @@ gl_FragCoord origin is upper left 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float) +0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:401 Function Parameters: 0:401 'inF0' (in 2X2 matrix of float) 0:401 'inF1' (in 2X2 matrix of float) @@ -4647,7 +4647,7 @@ gl_FragCoord origin is upper left 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float) +0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:410 Function Parameters: 0:410 'inF0' (in 3X3 matrix of float) 0:410 'inF1' (in 3X3 matrix of float) @@ -4945,7 +4945,7 @@ gl_FragCoord origin is upper left 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float) +0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:419 Function Parameters: 0:419 'inF0' (in 4X4 matrix of float) 0:419 'inF1' (in 4X4 matrix of float) @@ -5257,7 +5257,7 @@ gl_FragCoord origin is upper left 0:? 4.000000 0:? 4.000000 0:? 4.000000 -0:442 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (global void) +0:442 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void) 0:442 Function Parameters: 0:442 'inF0' (in float) 0:442 'inF1' (in float) @@ -5320,7 +5320,7 @@ gl_FragCoord origin is upper left 0:443 matrix-multiply (temp 2X2 matrix of float) 0:443 'inFM1' (in 2X2 matrix of float) 0:443 'inFM0' (in 2X2 matrix of float) -0:449 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (global void) +0:449 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void) 0:449 Function Parameters: 0:449 'inF0' (in float) 0:449 'inF1' (in float) @@ -5383,7 +5383,7 @@ gl_FragCoord origin is upper left 0:450 matrix-multiply (temp 3X3 matrix of float) 0:450 'inFM1' (in 3X3 matrix of float) 0:450 'inFM0' (in 3X3 matrix of float) -0:456 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (global void) +0:456 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void) 0:456 Function Parameters: 0:456 'inF0' (in float) 0:456 'inF1' (in float) @@ -5446,7 +5446,7 @@ gl_FragCoord origin is upper left 0:457 matrix-multiply (temp 4X4 matrix of float) 0:457 'inFM1' (in 4X4 matrix of float) 0:457 'inFM0' (in 4X4 matrix of float) -0:466 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (global void) +0:466 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void) 0:466 Function Parameters: 0:466 'inF0' (in float) 0:466 'inF1' (in float) @@ -5560,7 +5560,7 @@ gl_FragCoord origin is upper left 0:483 matrix-multiply (temp 3X4 matrix of float) 0:483 'inFM2x4' (in 2X4 matrix of float) 0:483 'inFM3x2' (in 3X2 matrix of float) -0:489 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:489 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:489 Function Parameters: 0:? Sequence 0:491 move second child to first child (temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.intrinsics.lit.frag.out b/Test/baseResults/hlsl.intrinsics.lit.frag.out index eb3cee7d7..6b393048e 100644 --- a/Test/baseResults/hlsl.intrinsics.lit.frag.out +++ b/Test/baseResults/hlsl.intrinsics.lit.frag.out @@ -2,7 +2,7 @@ hlsl.intrinsics.lit.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (global void) +0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (temp void) 0:2 Function Parameters: 0:2 'n_dot_l' (layout(location=0 ) in float) 0:2 'n_dot_h' (layout(location=1 ) in float) @@ -47,7 +47,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (global void) +0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (temp void) 0:2 Function Parameters: 0:2 'n_dot_l' (layout(location=0 ) in float) 0:2 'n_dot_h' (layout(location=1 ) in float) diff --git a/Test/baseResults/hlsl.intrinsics.negative.comp.out b/Test/baseResults/hlsl.intrinsics.negative.comp.out index 010086444..44dedf770 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.comp.out +++ b/Test/baseResults/hlsl.intrinsics.negative.comp.out @@ -2,7 +2,7 @@ hlsl.intrinsics.negative.comp Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (global float) +0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) @@ -12,7 +12,7 @@ local_size = (1, 1, 1) 0:53 Branch: Return with expression 0:53 Constant: 0:53 0.000000 -0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float) +0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float) 0:57 Function Parameters: 0:57 'inF0' (in 1-component vector of float) 0:57 'inF1' (in 1-component vector of float) @@ -22,7 +22,7 @@ local_size = (1, 1, 1) 0:62 Branch: Return with expression 0:62 Constant: 0:62 0.000000 -0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float) +0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float) 0:66 Function Parameters: 0:66 'inF0' (in 2-component vector of float) 0:66 'inF1' (in 2-component vector of float) @@ -33,7 +33,7 @@ local_size = (1, 1, 1) 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float) +0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float) 0:113 Function Parameters: 0:113 'inF0' (in 3-component vector of float) 0:113 'inF1' (in 3-component vector of float) @@ -45,7 +45,7 @@ local_size = (1, 1, 1) 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) +0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) 0:158 Function Parameters: 0:158 'inF0' (layout(location=0 ) in 4-component vector of float) 0:158 'inF1' (layout(location=1 ) in 4-component vector of float) @@ -75,7 +75,7 @@ Linked compute stage: Shader version: 450 local_size = (1, 1, 1) 0:? Sequence -0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (global float) +0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) @@ -85,7 +85,7 @@ local_size = (1, 1, 1) 0:53 Branch: Return with expression 0:53 Constant: 0:53 0.000000 -0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float) +0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float) 0:57 Function Parameters: 0:57 'inF0' (in 1-component vector of float) 0:57 'inF1' (in 1-component vector of float) @@ -95,7 +95,7 @@ local_size = (1, 1, 1) 0:62 Branch: Return with expression 0:62 Constant: 0:62 0.000000 -0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float) +0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float) 0:66 Function Parameters: 0:66 'inF0' (in 2-component vector of float) 0:66 'inF1' (in 2-component vector of float) @@ -106,7 +106,7 @@ local_size = (1, 1, 1) 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float) +0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float) 0:113 Function Parameters: 0:113 'inF0' (in 3-component vector of float) 0:113 'inF1' (in 3-component vector of float) @@ -118,7 +118,7 @@ local_size = (1, 1, 1) 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) +0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) 0:158 Function Parameters: 0:158 'inF0' (layout(location=0 ) in 4-component vector of float) 0:158 'inF1' (layout(location=1 ) in 4-component vector of float) diff --git a/Test/baseResults/hlsl.intrinsics.negative.frag.out b/Test/baseResults/hlsl.intrinsics.negative.frag.out index 2244e8bce..29ee00957 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.frag.out +++ b/Test/baseResults/hlsl.intrinsics.negative.frag.out @@ -65,7 +65,7 @@ ERROR: 60 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (global float) +0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) @@ -142,7 +142,7 @@ ERROR: node is still EOpNull! 0:32 Branch: Return with expression 0:32 Constant: 0:32 0.000000 -0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float) +0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float) 0:36 Function Parameters: 0:36 'inF0' (in 1-component vector of float) 0:36 'inF1' (in 1-component vector of float) @@ -154,7 +154,7 @@ ERROR: node is still EOpNull! 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 -0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float) +0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float) 0:45 Function Parameters: 0:45 'inF0' (in 2-component vector of float) 0:45 'inF1' (in 2-component vector of float) @@ -197,7 +197,7 @@ ERROR: node is still EOpNull! 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float) +0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float) 0:63 Function Parameters: 0:63 'inF0' (in 3-component vector of float) 0:63 'inF1' (in 3-component vector of float) @@ -233,7 +233,7 @@ ERROR: node is still EOpNull! 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) +0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) 0:80 Function Parameters: 0:80 'inF0' (layout(location=0 ) in 4-component vector of float) 0:80 'inF1' (layout(location=1 ) in 4-component vector of float) @@ -276,7 +276,7 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:? 4.000000 0:92 Branch: Return -0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float) +0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:115 Function Parameters: 0:115 'inF0' (in 2X2 matrix of float) 0:115 'inF1' (in 2X2 matrix of float) @@ -314,7 +314,7 @@ ERROR: node is still EOpNull! 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float) +0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:123 Function Parameters: 0:123 'inF0' (in 3X3 matrix of float) 0:123 'inF1' (in 3X3 matrix of float) @@ -357,7 +357,7 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float) +0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:131 Function Parameters: 0:131 'inF0' (in 4X4 matrix of float) 0:131 'inF1' (in 4X4 matrix of float) @@ -421,7 +421,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (global float) +0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) @@ -498,7 +498,7 @@ ERROR: node is still EOpNull! 0:32 Branch: Return with expression 0:32 Constant: 0:32 0.000000 -0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float) +0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float) 0:36 Function Parameters: 0:36 'inF0' (in 1-component vector of float) 0:36 'inF1' (in 1-component vector of float) @@ -510,7 +510,7 @@ ERROR: node is still EOpNull! 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 -0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float) +0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float) 0:45 Function Parameters: 0:45 'inF0' (in 2-component vector of float) 0:45 'inF1' (in 2-component vector of float) @@ -553,7 +553,7 @@ ERROR: node is still EOpNull! 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float) +0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float) 0:63 Function Parameters: 0:63 'inF0' (in 3-component vector of float) 0:63 'inF1' (in 3-component vector of float) @@ -589,7 +589,7 @@ ERROR: node is still EOpNull! 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) +0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) 0:80 Function Parameters: 0:80 'inF0' (layout(location=0 ) in 4-component vector of float) 0:80 'inF1' (layout(location=1 ) in 4-component vector of float) @@ -632,7 +632,7 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:? 4.000000 0:92 Branch: Return -0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float) +0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:115 Function Parameters: 0:115 'inF0' (in 2X2 matrix of float) 0:115 'inF1' (in 2X2 matrix of float) @@ -670,7 +670,7 @@ ERROR: node is still EOpNull! 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float) +0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:123 Function Parameters: 0:123 'inF0' (in 3X3 matrix of float) 0:123 'inF1' (in 3X3 matrix of float) @@ -713,7 +713,7 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float) +0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:131 Function Parameters: 0:131 'inF0' (in 4X4 matrix of float) 0:131 'inF1' (in 4X4 matrix of float) diff --git a/Test/baseResults/hlsl.intrinsics.negative.vert.out b/Test/baseResults/hlsl.intrinsics.negative.vert.out index e702d332c..72b6fbcc2 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.vert.out +++ b/Test/baseResults/hlsl.intrinsics.negative.vert.out @@ -1,7 +1,7 @@ hlsl.intrinsics.negative.vert Shader version: 450 0:? Sequence -0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (global float) +0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp float) 0:15 Function Parameters: 0:15 'inF0' (in float) 0:15 'inF1' (in float) @@ -11,7 +11,7 @@ Shader version: 450 0:71 Branch: Return with expression 0:71 Constant: 0:71 0.000000 -0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float) +0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float) 0:75 Function Parameters: 0:75 'inF0' (in 1-component vector of float) 0:75 'inF1' (in 1-component vector of float) @@ -21,7 +21,7 @@ Shader version: 450 0:80 Branch: Return with expression 0:80 Constant: 0:80 0.000000 -0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float) +0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float) 0:84 Function Parameters: 0:84 'inF0' (in 2-component vector of float) 0:84 'inF1' (in 2-component vector of float) @@ -32,7 +32,7 @@ Shader version: 450 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float) +0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float) 0:131 Function Parameters: 0:131 'inF0' (in 3-component vector of float) 0:131 'inF1' (in 3-component vector of float) @@ -44,7 +44,7 @@ Shader version: 450 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) +0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) 0:176 Function Parameters: 0:176 'inF0' (layout(location=0 ) in 4-component vector of float) 0:176 'inF1' (layout(location=1 ) in 4-component vector of float) @@ -60,7 +60,7 @@ Shader version: 450 0:? 3.000000 0:? 4.000000 0:217 Branch: Return -0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float) +0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:226 Function Parameters: 0:226 'inF0' (in 2X2 matrix of float) 0:226 'inF1' (in 2X2 matrix of float) @@ -72,7 +72,7 @@ Shader version: 450 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float) +0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:234 Function Parameters: 0:234 'inF0' (in 3X3 matrix of float) 0:234 'inF1' (in 3X3 matrix of float) @@ -89,7 +89,7 @@ Shader version: 450 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float) +0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:242 Function Parameters: 0:242 'inF0' (in 4X4 matrix of float) 0:242 'inF1' (in 4X4 matrix of float) @@ -138,7 +138,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (global float) +0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp float) 0:15 Function Parameters: 0:15 'inF0' (in float) 0:15 'inF1' (in float) @@ -148,7 +148,7 @@ Shader version: 450 0:71 Branch: Return with expression 0:71 Constant: 0:71 0.000000 -0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float) +0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float) 0:75 Function Parameters: 0:75 'inF0' (in 1-component vector of float) 0:75 'inF1' (in 1-component vector of float) @@ -158,7 +158,7 @@ Shader version: 450 0:80 Branch: Return with expression 0:80 Constant: 0:80 0.000000 -0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float) +0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float) 0:84 Function Parameters: 0:84 'inF0' (in 2-component vector of float) 0:84 'inF1' (in 2-component vector of float) @@ -169,7 +169,7 @@ Shader version: 450 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float) +0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float) 0:131 Function Parameters: 0:131 'inF0' (in 3-component vector of float) 0:131 'inF1' (in 3-component vector of float) @@ -181,7 +181,7 @@ Shader version: 450 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) +0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) 0:176 Function Parameters: 0:176 'inF0' (layout(location=0 ) in 4-component vector of float) 0:176 'inF1' (layout(location=1 ) in 4-component vector of float) @@ -197,7 +197,7 @@ Shader version: 450 0:? 3.000000 0:? 4.000000 0:217 Branch: Return -0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float) +0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:226 Function Parameters: 0:226 'inF0' (in 2X2 matrix of float) 0:226 'inF1' (in 2X2 matrix of float) @@ -209,7 +209,7 @@ Shader version: 450 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float) +0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:234 Function Parameters: 0:234 'inF0' (in 3X3 matrix of float) 0:234 'inF1' (in 3X3 matrix of float) @@ -226,7 +226,7 @@ Shader version: 450 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float) +0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:242 Function Parameters: 0:242 'inF0' (in 4X4 matrix of float) 0:242 'inF1' (in 4X4 matrix of float) diff --git a/Test/baseResults/hlsl.intrinsics.vert.out b/Test/baseResults/hlsl.intrinsics.vert.out index 121c80932..811a752dc 100644 --- a/Test/baseResults/hlsl.intrinsics.vert.out +++ b/Test/baseResults/hlsl.intrinsics.vert.out @@ -1,7 +1,7 @@ hlsl.intrinsics.vert Shader version: 450 0:? Sequence -0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (global float) +0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) @@ -142,7 +142,7 @@ Shader version: 450 0:60 Branch: Return with expression 0:60 Constant: 0:60 0.000000 -0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float) +0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float) 0:64 Function Parameters: 0:64 'inF0' (in 1-component vector of float) 0:64 'inF1' (in 1-component vector of float) @@ -151,7 +151,7 @@ Shader version: 450 0:66 Branch: Return with expression 0:66 Constant: 0:66 0.000000 -0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float) +0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float) 0:70 Function Parameters: 0:70 'inF0' (in 2-component vector of float) 0:70 'inF1' (in 2-component vector of float) @@ -317,7 +317,7 @@ Shader version: 450 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float) +0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float) 0:140 Function Parameters: 0:140 'inF0' (in 3-component vector of float) 0:140 'inF1' (in 3-component vector of float) @@ -489,7 +489,7 @@ Shader version: 450 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) +0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) 0:211 Function Parameters: 0:211 'inF0' (in 4-component vector of float) 0:211 'inF1' (in 4-component vector of float) @@ -681,7 +681,7 @@ Shader version: 450 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float) +0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:336 Function Parameters: 0:336 'inF0' (in 2X2 matrix of float) 0:336 'inF1' (in 2X2 matrix of float) @@ -811,7 +811,7 @@ Shader version: 450 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float) +0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:345 Function Parameters: 0:345 'inF0' (in 3X3 matrix of float) 0:345 'inF1' (in 3X3 matrix of float) @@ -946,7 +946,7 @@ Shader version: 450 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float) +0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:354 Function Parameters: 0:354 'inF0' (in 4X4 matrix of float) 0:354 'inF1' (in 4X4 matrix of float) @@ -1088,7 +1088,7 @@ Shader version: 450 0:? 4.000000 0:? 4.000000 0:? 4.000000 -0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (global void) +0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void) 0:377 Function Parameters: 0:377 'inF0' (in float) 0:377 'inF1' (in float) @@ -1151,7 +1151,7 @@ Shader version: 450 0:378 matrix-multiply (temp 2X2 matrix of float) 0:378 'inFM1' (in 2X2 matrix of float) 0:378 'inFM0' (in 2X2 matrix of float) -0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (global void) +0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void) 0:384 Function Parameters: 0:384 'inF0' (in float) 0:384 'inF1' (in float) @@ -1214,7 +1214,7 @@ Shader version: 450 0:385 matrix-multiply (temp 3X3 matrix of float) 0:385 'inFM1' (in 3X3 matrix of float) 0:385 'inFM0' (in 3X3 matrix of float) -0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (global void) +0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void) 0:391 Function Parameters: 0:391 'inF0' (in float) 0:391 'inF1' (in float) @@ -1277,7 +1277,7 @@ Shader version: 450 0:392 matrix-multiply (temp 4X4 matrix of float) 0:392 'inFM1' (in 4X4 matrix of float) 0:392 'inFM0' (in 4X4 matrix of float) -0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (global void) +0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void) 0:401 Function Parameters: 0:401 'inF0' (in float) 0:401 'inF1' (in float) @@ -1399,7 +1399,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (global float) +0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) @@ -1540,7 +1540,7 @@ Shader version: 450 0:60 Branch: Return with expression 0:60 Constant: 0:60 0.000000 -0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float) +0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float) 0:64 Function Parameters: 0:64 'inF0' (in 1-component vector of float) 0:64 'inF1' (in 1-component vector of float) @@ -1549,7 +1549,7 @@ Shader version: 450 0:66 Branch: Return with expression 0:66 Constant: 0:66 0.000000 -0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float) +0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float) 0:70 Function Parameters: 0:70 'inF0' (in 2-component vector of float) 0:70 'inF1' (in 2-component vector of float) @@ -1715,7 +1715,7 @@ Shader version: 450 0:? Constant: 0:? 1.000000 0:? 2.000000 -0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float) +0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float) 0:140 Function Parameters: 0:140 'inF0' (in 3-component vector of float) 0:140 'inF1' (in 3-component vector of float) @@ -1887,7 +1887,7 @@ Shader version: 450 0:? 1.000000 0:? 2.000000 0:? 3.000000 -0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) +0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float) 0:211 Function Parameters: 0:211 'inF0' (in 4-component vector of float) 0:211 'inF1' (in 4-component vector of float) @@ -2079,7 +2079,7 @@ Shader version: 450 0:? 2.000000 0:? 3.000000 0:? 4.000000 -0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float) +0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:336 Function Parameters: 0:336 'inF0' (in 2X2 matrix of float) 0:336 'inF1' (in 2X2 matrix of float) @@ -2209,7 +2209,7 @@ Shader version: 450 0:? 2.000000 0:? 2.000000 0:? 2.000000 -0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float) +0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:345 Function Parameters: 0:345 'inF0' (in 3X3 matrix of float) 0:345 'inF1' (in 3X3 matrix of float) @@ -2344,7 +2344,7 @@ Shader version: 450 0:? 3.000000 0:? 3.000000 0:? 3.000000 -0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float) +0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:354 Function Parameters: 0:354 'inF0' (in 4X4 matrix of float) 0:354 'inF1' (in 4X4 matrix of float) @@ -2486,7 +2486,7 @@ Shader version: 450 0:? 4.000000 0:? 4.000000 0:? 4.000000 -0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (global void) +0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void) 0:377 Function Parameters: 0:377 'inF0' (in float) 0:377 'inF1' (in float) @@ -2549,7 +2549,7 @@ Shader version: 450 0:378 matrix-multiply (temp 2X2 matrix of float) 0:378 'inFM1' (in 2X2 matrix of float) 0:378 'inFM0' (in 2X2 matrix of float) -0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (global void) +0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void) 0:384 Function Parameters: 0:384 'inF0' (in float) 0:384 'inF1' (in float) @@ -2612,7 +2612,7 @@ Shader version: 450 0:385 matrix-multiply (temp 3X3 matrix of float) 0:385 'inFM1' (in 3X3 matrix of float) 0:385 'inFM0' (in 3X3 matrix of float) -0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (global void) +0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void) 0:391 Function Parameters: 0:391 'inF0' (in float) 0:391 'inF1' (in float) @@ -2675,7 +2675,7 @@ Shader version: 450 0:392 matrix-multiply (temp 4X4 matrix of float) 0:392 'inFM1' (in 4X4 matrix of float) 0:392 'inFM0' (in 4X4 matrix of float) -0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (global void) +0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void) 0:401 Function Parameters: 0:401 'inF0' (in float) 0:401 'inF1' (in float) diff --git a/Test/baseResults/hlsl.layout.frag.out b/Test/baseResults/hlsl.layout.frag.out index 938332b7a..ef096f356 100755 --- a/Test/baseResults/hlsl.layout.frag.out +++ b/Test/baseResults/hlsl.layout.frag.out @@ -2,7 +2,7 @@ hlsl.layout.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:16 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:16 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:16 Function Parameters: 0:16 'input' (in 4-component vector of float) 0:? Sequence @@ -37,7 +37,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:16 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:16 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:16 Function Parameters: 0:16 'input' (in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.load.2dms.dx10.frag.out b/Test/baseResults/hlsl.load.2dms.dx10.frag.out index 051f20171..0048d9adf 100644 --- a/Test/baseResults/hlsl.load.2dms.dx10.frag.out +++ b/Test/baseResults/hlsl.load.2dms.dx10.frag.out @@ -2,75 +2,129 @@ hlsl.load.2dms.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch (global 4-component vector of float) 0:32 'g_tTex2dmsf4' (uniform texture2DMS) -0:32 'c2' (uniform 2-component vector of int) +0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:32 '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}) +0:32 Constant: +0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch (global 4-component vector of int) 0:33 'g_tTex2dmsi4' (uniform itexture2DMS) -0:33 'c2' (uniform 2-component vector of int) +0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:33 '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}) +0:33 Constant: +0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch (global 4-component vector of uint) 0:34 'g_tTex2dmsu4' (uniform utexture2DMS) -0:34 'c2' (uniform 2-component vector of int) +0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:34 '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}) +0:34 Constant: +0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset (global 4-component vector of float) 0:37 'g_tTex2dmsf4' (uniform texture2DMS) -0:37 'c2' (uniform 2-component vector of int) +0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:37 '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}) +0:37 Constant: +0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) -0:37 'o2' (uniform 2-component vector of int) +0:37 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:37 '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}) +0:37 Constant: +0:37 5 (const uint) 0:38 textureFetchOffset (global 4-component vector of int) 0:38 'g_tTex2dmsi4' (uniform itexture2DMS) -0:38 'c2' (uniform 2-component vector of int) +0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:38 '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}) +0:38 Constant: +0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) -0:38 'o2' (uniform 2-component vector of int) +0:38 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:38 '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}) +0:38 Constant: +0:38 5 (const uint) 0:39 textureFetchOffset (global 4-component vector of uint) 0:39 'g_tTex2dmsu4' (uniform utexture2DMS) -0:39 'c2' (uniform 2-component vector of int) +0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:39 '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}) +0:39 Constant: +0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) -0:39 'o2' (uniform 2-component vector of int) +0:39 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:39 '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}) +0:39 Constant: +0:39 5 (const uint) 0:42 textureFetch (global 4-component vector of float) 0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:42 'c3' (uniform 3-component vector of int) +0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:42 '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}) +0:42 Constant: +0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch (global 4-component vector of int) 0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:43 'c3' (uniform 3-component vector of int) +0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:43 '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}) +0:43 Constant: +0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch (global 4-component vector of uint) 0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:44 'c3' (uniform 3-component vector of int) +0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:44 '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}) +0:44 Constant: +0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset (global 4-component vector of float) 0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:47 'c3' (uniform 3-component vector of int) +0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:47 '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}) +0:47 Constant: +0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) -0:47 'o2' (uniform 2-component vector of int) +0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:47 '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}) +0:47 Constant: +0:47 5 (const uint) 0:48 textureFetchOffset (global 4-component vector of int) 0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:48 'c3' (uniform 3-component vector of int) +0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:48 '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}) +0:48 Constant: +0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) -0:48 'o2' (uniform 2-component vector of int) +0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:48 '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}) +0:48 Constant: +0:48 5 (const uint) 0:49 textureFetchOffset (global 4-component vector of uint) 0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:49 'c3' (uniform 3-component vector of int) +0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:49 '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}) +0:49 Constant: +0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) -0:49 'o2' (uniform 2-component vector of int) +0:49 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:49 '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}) +0:49 Constant: +0:49 5 (const uint) 0:51 move second child to first child (temp 4-component vector of float) 0:51 Color: direct index for structure (temp 4-component vector of float) 0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) @@ -111,16 +165,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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: @@ -129,75 +176,129 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch (global 4-component vector of float) 0:32 'g_tTex2dmsf4' (uniform texture2DMS) -0:32 'c2' (uniform 2-component vector of int) +0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:32 '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}) +0:32 Constant: +0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch (global 4-component vector of int) 0:33 'g_tTex2dmsi4' (uniform itexture2DMS) -0:33 'c2' (uniform 2-component vector of int) +0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:33 '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}) +0:33 Constant: +0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch (global 4-component vector of uint) 0:34 'g_tTex2dmsu4' (uniform utexture2DMS) -0:34 'c2' (uniform 2-component vector of int) +0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:34 '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}) +0:34 Constant: +0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset (global 4-component vector of float) 0:37 'g_tTex2dmsf4' (uniform texture2DMS) -0:37 'c2' (uniform 2-component vector of int) +0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:37 '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}) +0:37 Constant: +0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) -0:37 'o2' (uniform 2-component vector of int) +0:37 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:37 '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}) +0:37 Constant: +0:37 5 (const uint) 0:38 textureFetchOffset (global 4-component vector of int) 0:38 'g_tTex2dmsi4' (uniform itexture2DMS) -0:38 'c2' (uniform 2-component vector of int) +0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:38 '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}) +0:38 Constant: +0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) -0:38 'o2' (uniform 2-component vector of int) +0:38 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:38 '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}) +0:38 Constant: +0:38 5 (const uint) 0:39 textureFetchOffset (global 4-component vector of uint) 0:39 'g_tTex2dmsu4' (uniform utexture2DMS) -0:39 'c2' (uniform 2-component vector of int) +0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:39 '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}) +0:39 Constant: +0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) -0:39 'o2' (uniform 2-component vector of int) +0:39 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:39 '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}) +0:39 Constant: +0:39 5 (const uint) 0:42 textureFetch (global 4-component vector of float) 0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:42 'c3' (uniform 3-component vector of int) +0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:42 '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}) +0:42 Constant: +0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch (global 4-component vector of int) 0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:43 'c3' (uniform 3-component vector of int) +0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:43 '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}) +0:43 Constant: +0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch (global 4-component vector of uint) 0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:44 'c3' (uniform 3-component vector of int) +0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:44 '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}) +0:44 Constant: +0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset (global 4-component vector of float) 0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray) -0:47 'c3' (uniform 3-component vector of int) +0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:47 '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}) +0:47 Constant: +0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) -0:47 'o2' (uniform 2-component vector of int) +0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:47 '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}) +0:47 Constant: +0:47 5 (const uint) 0:48 textureFetchOffset (global 4-component vector of int) 0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray) -0:48 'c3' (uniform 3-component vector of int) +0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:48 '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}) +0:48 Constant: +0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) -0:48 'o2' (uniform 2-component vector of int) +0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:48 '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}) +0:48 Constant: +0:48 5 (const uint) 0:49 textureFetchOffset (global 4-component vector of uint) 0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:49 'c3' (uniform 3-component vector of int) +0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:49 '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}) +0:49 Constant: +0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) -0:49 'o2' (uniform 2-component vector of int) +0:49 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:49 '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}) +0:49 Constant: +0:49 5 (const uint) 0:51 move second child to first child (temp 4-component vector of float) 0:51 Color: direct index for structure (temp 4-component vector of float) 0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) @@ -238,60 +339,65 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 110 +// Id's are bound by 123 Capability Shader Capability ImageGatherExtended Capability ImageMSArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 92 96 + EntryPoint Fragment 4 "main" 112 116 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "g_tTex2dmsf4" - Name 14 "c2" - Name 21 "g_tTex2dmsi4" - Name 29 "g_tTex2dmsu4" - Name 36 "o2" - Name 49 "g_tTex2dmsf4a" - Name 53 "c3" - Name 58 "g_tTex2dmsi4a" - Name 64 "g_tTex2dmsu4a" - Name 80 "PS_OUTPUT" - MemberName 80(PS_OUTPUT) 0 "Color" - MemberName 80(PS_OUTPUT) 1 "Depth" - Name 82 "psout" - Name 92 "Color" - Name 96 "Depth" - Name 102 "g_sSamp" - Name 104 "c1" - Name 106 "c4" - Name 107 "o1" - Name 108 "o3" - Name 109 "o4" + Name 15 "$Global" + MemberName 15($Global) 0 "c1" + MemberName 15($Global) 1 "c2" + MemberName 15($Global) 2 "c3" + MemberName 15($Global) 3 "c4" + MemberName 15($Global) 4 "o1" + MemberName 15($Global) 5 "o2" + MemberName 15($Global) 6 "o3" + MemberName 15($Global) 7 "o4" + Name 17 "" + Name 27 "g_tTex2dmsi4" + Name 35 "g_tTex2dmsu4" + Name 62 "g_tTex2dmsf4a" + Name 71 "g_tTex2dmsi4a" + Name 78 "g_tTex2dmsu4a" + Name 101 "PS_OUTPUT" + MemberName 101(PS_OUTPUT) 0 "Color" + MemberName 101(PS_OUTPUT) 1 "Depth" + Name 103 "psout" + Name 112 "Color" + Name 116 "Depth" + Name 122 "g_sSamp" Decorate 9(g_tTex2dmsf4) DescriptorSet 0 - Decorate 21(g_tTex2dmsi4) DescriptorSet 0 - Decorate 29(g_tTex2dmsu4) DescriptorSet 0 - Decorate 49(g_tTex2dmsf4a) DescriptorSet 0 - Decorate 58(g_tTex2dmsi4a) DescriptorSet 0 - Decorate 64(g_tTex2dmsu4a) DescriptorSet 0 - Decorate 92(Color) Location 0 - Decorate 96(Depth) BuiltIn FragDepth - Decorate 102(g_sSamp) DescriptorSet 0 - Decorate 102(g_sSamp) Binding 0 + MemberDecorate 15($Global) 0 Offset 0 + MemberDecorate 15($Global) 1 Offset 8 + MemberDecorate 15($Global) 2 Offset 16 + MemberDecorate 15($Global) 3 Offset 32 + MemberDecorate 15($Global) 4 Offset 48 + MemberDecorate 15($Global) 5 Offset 56 + MemberDecorate 15($Global) 6 Offset 64 + MemberDecorate 15($Global) 7 Offset 80 + Decorate 15($Global) Block + Decorate 17 DescriptorSet 0 + Decorate 27(g_tTex2dmsi4) DescriptorSet 0 + Decorate 35(g_tTex2dmsu4) DescriptorSet 0 + Decorate 62(g_tTex2dmsf4a) DescriptorSet 0 + Decorate 71(g_tTex2dmsi4a) DescriptorSet 0 + Decorate 78(g_tTex2dmsu4a) DescriptorSet 0 + Decorate 112(Color) Location 0 + Decorate 116(Depth) BuiltIn FragDepth + Decorate 122(g_sSamp) DescriptorSet 0 + Decorate 122(g_sSamp) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -300,108 +406,121 @@ gl_FragCoord origin is upper left 9(g_tTex2dmsf4): 8(ptr) Variable UniformConstant 11: TypeInt 32 1 12: TypeVector 11(int) 2 - 13: TypePointer UniformConstant 12(ivec2) - 14(c2): 13(ptr) Variable UniformConstant - 16: 11(int) Constant 3 - 17: TypeVector 6(float) 4 - 19: TypeImage 11(int) 2D multi-sampled sampled format:Unknown - 20: TypePointer UniformConstant 19 -21(g_tTex2dmsi4): 20(ptr) Variable UniformConstant - 24: TypeVector 11(int) 4 - 26: TypeInt 32 0 - 27: TypeImage 26(int) 2D multi-sampled sampled format:Unknown - 28: TypePointer UniformConstant 27 -29(g_tTex2dmsu4): 28(ptr) Variable UniformConstant - 32: TypeVector 26(int) 4 - 36(o2): 13(ptr) Variable UniformConstant - 47: TypeImage 6(float) 2D array multi-sampled sampled format:Unknown - 48: TypePointer UniformConstant 47 -49(g_tTex2dmsf4a): 48(ptr) Variable UniformConstant - 51: TypeVector 11(int) 3 - 52: TypePointer UniformConstant 51(ivec3) - 53(c3): 52(ptr) Variable UniformConstant - 56: TypeImage 11(int) 2D array multi-sampled sampled format:Unknown - 57: TypePointer UniformConstant 56 -58(g_tTex2dmsi4a): 57(ptr) Variable UniformConstant - 62: TypeImage 26(int) 2D array multi-sampled sampled format:Unknown - 63: TypePointer UniformConstant 62 -64(g_tTex2dmsu4a): 63(ptr) Variable UniformConstant - 80(PS_OUTPUT): TypeStruct 17(fvec4) 6(float) - 81: TypePointer Function 80(PS_OUTPUT) - 83: 11(int) Constant 0 - 84: 6(float) Constant 1065353216 - 85: 17(fvec4) ConstantComposite 84 84 84 84 - 86: TypePointer Function 17(fvec4) - 88: 11(int) Constant 1 - 89: TypePointer Function 6(float) - 91: TypePointer Output 17(fvec4) - 92(Color): 91(ptr) Variable Output - 95: TypePointer Output 6(float) - 96(Depth): 95(ptr) Variable Output - 100: TypeSampler - 101: TypePointer UniformConstant 100 - 102(g_sSamp): 101(ptr) Variable UniformConstant - 103: TypePointer UniformConstant 11(int) - 104(c1): 103(ptr) Variable UniformConstant - 105: TypePointer UniformConstant 24(ivec4) - 106(c4): 105(ptr) Variable UniformConstant - 107(o1): 103(ptr) Variable UniformConstant - 108(o3): 52(ptr) Variable UniformConstant - 109(o4): 105(ptr) Variable UniformConstant + 13: TypeVector 11(int) 3 + 14: TypeVector 11(int) 4 + 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) + 16: TypePointer Uniform 15($Global) + 17: 16(ptr) Variable Uniform + 18: 11(int) Constant 1 + 19: TypePointer Uniform 12(ivec2) + 22: 11(int) Constant 3 + 23: TypeVector 6(float) 4 + 25: TypeImage 11(int) 2D multi-sampled sampled format:Unknown + 26: TypePointer UniformConstant 25 +27(g_tTex2dmsi4): 26(ptr) Variable UniformConstant + 32: TypeInt 32 0 + 33: TypeImage 32(int) 2D multi-sampled sampled format:Unknown + 34: TypePointer UniformConstant 33 +35(g_tTex2dmsu4): 34(ptr) Variable UniformConstant + 39: TypeVector 32(int) 4 + 44: 11(int) Constant 5 + 60: TypeImage 6(float) 2D array multi-sampled sampled format:Unknown + 61: TypePointer UniformConstant 60 +62(g_tTex2dmsf4a): 61(ptr) Variable UniformConstant + 64: 11(int) Constant 2 + 65: TypePointer Uniform 13(ivec3) + 69: TypeImage 11(int) 2D array multi-sampled sampled format:Unknown + 70: TypePointer UniformConstant 69 +71(g_tTex2dmsi4a): 70(ptr) Variable UniformConstant + 76: TypeImage 32(int) 2D array multi-sampled sampled format:Unknown + 77: TypePointer UniformConstant 76 +78(g_tTex2dmsu4a): 77(ptr) Variable UniformConstant + 101(PS_OUTPUT): TypeStruct 23(fvec4) 6(float) + 102: TypePointer Function 101(PS_OUTPUT) + 104: 11(int) Constant 0 + 105: 6(float) Constant 1065353216 + 106: 23(fvec4) ConstantComposite 105 105 105 105 + 107: TypePointer Function 23(fvec4) + 109: TypePointer Function 6(float) + 111: TypePointer Output 23(fvec4) + 112(Color): 111(ptr) Variable Output + 115: TypePointer Output 6(float) + 116(Depth): 115(ptr) Variable Output + 120: TypeSampler + 121: TypePointer UniformConstant 120 + 122(g_sSamp): 121(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label - 82(psout): 81(ptr) Variable Function + 103(psout): 102(ptr) Variable Function 10: 7 Load 9(g_tTex2dmsf4) - 15: 12(ivec2) Load 14(c2) - 18: 17(fvec4) ImageFetch 10 15 Sample 16 - 22: 19 Load 21(g_tTex2dmsi4) - 23: 12(ivec2) Load 14(c2) - 25: 24(ivec4) ImageFetch 22 23 Sample 16 - 30: 27 Load 29(g_tTex2dmsu4) - 31: 12(ivec2) Load 14(c2) - 33: 32(ivec4) ImageFetch 30 31 Sample 16 - 34: 7 Load 9(g_tTex2dmsf4) - 35: 12(ivec2) Load 14(c2) - 37: 12(ivec2) Load 36(o2) - 38: 17(fvec4) ImageFetch 34 35 Offset Sample 37 16 - 39: 19 Load 21(g_tTex2dmsi4) - 40: 12(ivec2) Load 14(c2) - 41: 12(ivec2) Load 36(o2) - 42: 24(ivec4) ImageFetch 39 40 Offset Sample 41 16 - 43: 27 Load 29(g_tTex2dmsu4) - 44: 12(ivec2) Load 14(c2) - 45: 12(ivec2) Load 36(o2) - 46: 32(ivec4) ImageFetch 43 44 Offset Sample 45 16 - 50: 47 Load 49(g_tTex2dmsf4a) - 54: 51(ivec3) Load 53(c3) - 55: 17(fvec4) ImageFetch 50 54 Sample 16 - 59: 56 Load 58(g_tTex2dmsi4a) - 60: 51(ivec3) Load 53(c3) - 61: 24(ivec4) ImageFetch 59 60 Sample 16 - 65: 62 Load 64(g_tTex2dmsu4a) - 66: 51(ivec3) Load 53(c3) - 67: 32(ivec4) ImageFetch 65 66 Sample 16 - 68: 47 Load 49(g_tTex2dmsf4a) - 69: 51(ivec3) Load 53(c3) - 70: 12(ivec2) Load 36(o2) - 71: 17(fvec4) ImageFetch 68 69 Offset Sample 70 16 - 72: 56 Load 58(g_tTex2dmsi4a) - 73: 51(ivec3) Load 53(c3) - 74: 12(ivec2) Load 36(o2) - 75: 24(ivec4) ImageFetch 72 73 Offset Sample 74 16 - 76: 62 Load 64(g_tTex2dmsu4a) - 77: 51(ivec3) Load 53(c3) - 78: 12(ivec2) Load 36(o2) - 79: 32(ivec4) ImageFetch 76 77 Offset Sample 78 16 - 87: 86(ptr) AccessChain 82(psout) 83 - Store 87 85 - 90: 89(ptr) AccessChain 82(psout) 88 - Store 90 84 - 93: 86(ptr) AccessChain 82(psout) 83 - 94: 17(fvec4) Load 93 - Store 92(Color) 94 - 97: 89(ptr) AccessChain 82(psout) 88 - 98: 6(float) Load 97 - Store 96(Depth) 98 + 20: 19(ptr) AccessChain 17 18 + 21: 12(ivec2) Load 20 + 24: 23(fvec4) ImageFetch 10 21 Sample 22 + 28: 25 Load 27(g_tTex2dmsi4) + 29: 19(ptr) AccessChain 17 18 + 30: 12(ivec2) Load 29 + 31: 14(ivec4) ImageFetch 28 30 Sample 22 + 36: 33 Load 35(g_tTex2dmsu4) + 37: 19(ptr) AccessChain 17 18 + 38: 12(ivec2) Load 37 + 40: 39(ivec4) ImageFetch 36 38 Sample 22 + 41: 7 Load 9(g_tTex2dmsf4) + 42: 19(ptr) AccessChain 17 18 + 43: 12(ivec2) Load 42 + 45: 19(ptr) AccessChain 17 44 + 46: 12(ivec2) Load 45 + 47: 23(fvec4) ImageFetch 41 43 Offset Sample 46 22 + 48: 25 Load 27(g_tTex2dmsi4) + 49: 19(ptr) AccessChain 17 18 + 50: 12(ivec2) Load 49 + 51: 19(ptr) AccessChain 17 44 + 52: 12(ivec2) Load 51 + 53: 14(ivec4) ImageFetch 48 50 Offset Sample 52 22 + 54: 33 Load 35(g_tTex2dmsu4) + 55: 19(ptr) AccessChain 17 18 + 56: 12(ivec2) Load 55 + 57: 19(ptr) AccessChain 17 44 + 58: 12(ivec2) Load 57 + 59: 39(ivec4) ImageFetch 54 56 Offset Sample 58 22 + 63: 60 Load 62(g_tTex2dmsf4a) + 66: 65(ptr) AccessChain 17 64 + 67: 13(ivec3) Load 66 + 68: 23(fvec4) ImageFetch 63 67 Sample 22 + 72: 69 Load 71(g_tTex2dmsi4a) + 73: 65(ptr) AccessChain 17 64 + 74: 13(ivec3) Load 73 + 75: 14(ivec4) ImageFetch 72 74 Sample 22 + 79: 76 Load 78(g_tTex2dmsu4a) + 80: 65(ptr) AccessChain 17 64 + 81: 13(ivec3) Load 80 + 82: 39(ivec4) ImageFetch 79 81 Sample 22 + 83: 60 Load 62(g_tTex2dmsf4a) + 84: 65(ptr) AccessChain 17 64 + 85: 13(ivec3) Load 84 + 86: 19(ptr) AccessChain 17 44 + 87: 12(ivec2) Load 86 + 88: 23(fvec4) ImageFetch 83 85 Offset Sample 87 22 + 89: 69 Load 71(g_tTex2dmsi4a) + 90: 65(ptr) AccessChain 17 64 + 91: 13(ivec3) Load 90 + 92: 19(ptr) AccessChain 17 44 + 93: 12(ivec2) Load 92 + 94: 14(ivec4) ImageFetch 89 91 Offset Sample 93 22 + 95: 76 Load 78(g_tTex2dmsu4a) + 96: 65(ptr) AccessChain 17 64 + 97: 13(ivec3) Load 96 + 98: 19(ptr) AccessChain 17 44 + 99: 12(ivec2) Load 98 + 100: 39(ivec4) ImageFetch 95 97 Offset Sample 99 22 + 108: 107(ptr) AccessChain 103(psout) 104 + Store 108 106 + 110: 109(ptr) AccessChain 103(psout) 18 + Store 110 105 + 113: 107(ptr) AccessChain 103(psout) 104 + 114: 23(fvec4) Load 113 + Store 112(Color) 114 + 117: 109(ptr) AccessChain 103(psout) 18 + 118: 6(float) Load 117 + Store 116(Depth) 118 Return FunctionEnd diff --git a/Test/baseResults/hlsl.load.array.dx10.frag.out b/Test/baseResults/hlsl.load.array.dx10.frag.out index 372388376..fada58a9c 100644 --- a/Test/baseResults/hlsl.load.array.dx10.frag.out +++ b/Test/baseResults/hlsl.load.array.dx10.frag.out @@ -2,52 +2,73 @@ hlsl.load.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) 0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 vector swizzle (temp 2-component vector of int) -0:52 'c3' (uniform 3-component vector of int) +0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 2 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) 0:52 direct index (temp int) -0:52 'c3' (uniform 3-component vector of int) +0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) 0:53 textureFetch (global 4-component vector of int) 0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 vector swizzle (temp 2-component vector of int) -0:53 'c3' (uniform 3-component vector of int) +0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 2 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) 0:53 direct index (temp int) -0:53 'c3' (uniform 3-component vector of int) +0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) 0:54 textureFetch (global 4-component vector of uint) 0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 vector swizzle (temp 2-component vector of int) -0:54 'c3' (uniform 3-component vector of int) +0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 2 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) 0:54 direct index (temp int) -0:54 'c3' (uniform 3-component vector of int) +0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) 0:57 textureFetch (global 4-component vector of float) 0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 vector swizzle (temp 3-component vector of int) -0:57 'c4' (uniform 4-component vector of int) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 3 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) @@ -56,13 +77,19 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 2 (const int) 0:57 direct index (temp int) -0:57 'c4' (uniform 4-component vector of int) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) 0:58 textureFetch (global 4-component vector of int) 0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 vector swizzle (temp 3-component vector of int) -0:58 'c4' (uniform 4-component vector of int) +0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 3 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) @@ -71,13 +98,19 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 2 (const int) 0:58 direct index (temp int) -0:58 'c4' (uniform 4-component vector of int) +0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) 0:59 textureFetch (global 4-component vector of uint) 0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 vector swizzle (temp 3-component vector of int) -0:59 'c4' (uniform 4-component vector of int) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 3 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) @@ -86,7 +119,10 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 2 (const int) 0:59 direct index (temp int) -0:59 'c4' (uniform 4-component vector of int) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) @@ -144,16 +180,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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: @@ -162,52 +191,73 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) 0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 vector swizzle (temp 2-component vector of int) -0:52 'c3' (uniform 3-component vector of int) +0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 2 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) 0:52 direct index (temp int) -0:52 'c3' (uniform 3-component vector of int) +0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) 0:53 textureFetch (global 4-component vector of int) 0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 vector swizzle (temp 2-component vector of int) -0:53 'c3' (uniform 3-component vector of int) +0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 2 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) 0:53 direct index (temp int) -0:53 'c3' (uniform 3-component vector of int) +0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) 0:54 textureFetch (global 4-component vector of uint) 0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 vector swizzle (temp 2-component vector of int) -0:54 'c3' (uniform 3-component vector of int) +0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 2 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) 0:54 direct index (temp int) -0:54 'c3' (uniform 3-component vector of int) +0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) 0:57 textureFetch (global 4-component vector of float) 0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 vector swizzle (temp 3-component vector of int) -0:57 'c4' (uniform 4-component vector of int) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 3 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) @@ -216,13 +266,19 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 2 (const int) 0:57 direct index (temp int) -0:57 'c4' (uniform 4-component vector of int) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) 0:58 textureFetch (global 4-component vector of int) 0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 vector swizzle (temp 3-component vector of int) -0:58 'c4' (uniform 4-component vector of int) +0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 3 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) @@ -231,13 +287,19 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 2 (const int) 0:58 direct index (temp int) -0:58 'c4' (uniform 4-component vector of int) +0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) 0:59 textureFetch (global 4-component vector of uint) 0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 vector swizzle (temp 3-component vector of int) -0:59 'c4' (uniform 4-component vector of int) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 3 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) @@ -246,7 +308,10 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 2 (const int) 0:59 direct index (temp int) -0:59 'c4' (uniform 4-component vector of int) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) @@ -304,91 +369,96 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 150 +// Id's are bound by 152 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 87 91 + EntryPoint Fragment 4 "main" 96 100 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "g_tTex1df4a" - Name 14 "c3" - Name 27 "g_tTex1di4a" - Name 37 "g_tTex1du4a" - Name 47 "g_tTex2df4a" - Name 50 "c4" - Name 59 "g_tTex2di4a" - Name 68 "g_tTex2du4a" - Name 75 "PS_OUTPUT" - MemberName 75(PS_OUTPUT) 0 "Color" - MemberName 75(PS_OUTPUT) 1 "Depth" - Name 77 "psout" - Name 87 "Color" - Name 91 "Depth" - Name 97 "g_sSamp" - Name 100 "g_tTex1df4" - Name 103 "g_tTex1di4" - Name 106 "g_tTex1du4" - Name 109 "g_tTex2df4" - Name 112 "g_tTex2di4" - Name 115 "g_tTex2du4" - Name 118 "g_tTex3df4" - Name 121 "g_tTex3di4" - Name 124 "g_tTex3du4" - Name 127 "g_tTexcdf4" - Name 130 "g_tTexcdi4" - Name 133 "g_tTexcdu4" - Name 136 "g_tTexcdf4a" - Name 139 "g_tTexcdi4a" - Name 142 "g_tTexcdu4a" - Name 143 "c1" - Name 145 "c2" - Name 146 "o1" - Name 147 "o2" - Name 148 "o3" - Name 149 "o4" + Name 15 "$Global" + MemberName 15($Global) 0 "c1" + MemberName 15($Global) 1 "c2" + MemberName 15($Global) 2 "c3" + MemberName 15($Global) 3 "c4" + MemberName 15($Global) 4 "o1" + MemberName 15($Global) 5 "o2" + MemberName 15($Global) 6 "o3" + MemberName 15($Global) 7 "o4" + Name 17 "" + Name 32 "g_tTex1di4a" + Name 42 "g_tTex1du4a" + Name 53 "g_tTex2df4a" + Name 66 "g_tTex2di4a" + Name 76 "g_tTex2du4a" + Name 84 "PS_OUTPUT" + MemberName 84(PS_OUTPUT) 0 "Color" + MemberName 84(PS_OUTPUT) 1 "Depth" + Name 86 "psout" + Name 96 "Color" + Name 100 "Depth" + Name 106 "g_sSamp" + Name 109 "g_tTex1df4" + Name 112 "g_tTex1di4" + Name 115 "g_tTex1du4" + Name 118 "g_tTex2df4" + Name 121 "g_tTex2di4" + Name 124 "g_tTex2du4" + Name 127 "g_tTex3df4" + Name 130 "g_tTex3di4" + Name 133 "g_tTex3du4" + Name 136 "g_tTexcdf4" + Name 139 "g_tTexcdi4" + Name 142 "g_tTexcdu4" + Name 145 "g_tTexcdf4a" + Name 148 "g_tTexcdi4a" + Name 151 "g_tTexcdu4a" Decorate 9(g_tTex1df4a) DescriptorSet 0 - Decorate 27(g_tTex1di4a) DescriptorSet 0 - Decorate 37(g_tTex1du4a) DescriptorSet 0 - Decorate 47(g_tTex2df4a) DescriptorSet 0 - Decorate 59(g_tTex2di4a) DescriptorSet 0 - Decorate 68(g_tTex2du4a) DescriptorSet 0 - Decorate 87(Color) Location 0 - Decorate 91(Depth) BuiltIn FragDepth - Decorate 97(g_sSamp) DescriptorSet 0 - Decorate 97(g_sSamp) Binding 0 - Decorate 100(g_tTex1df4) DescriptorSet 0 - Decorate 100(g_tTex1df4) Binding 0 - Decorate 103(g_tTex1di4) DescriptorSet 0 - Decorate 106(g_tTex1du4) DescriptorSet 0 - Decorate 109(g_tTex2df4) DescriptorSet 0 - Decorate 112(g_tTex2di4) DescriptorSet 0 - Decorate 115(g_tTex2du4) DescriptorSet 0 - Decorate 118(g_tTex3df4) DescriptorSet 0 - Decorate 121(g_tTex3di4) DescriptorSet 0 - Decorate 124(g_tTex3du4) DescriptorSet 0 - Decorate 127(g_tTexcdf4) DescriptorSet 0 - Decorate 130(g_tTexcdi4) DescriptorSet 0 - Decorate 133(g_tTexcdu4) DescriptorSet 0 - Decorate 136(g_tTexcdf4a) DescriptorSet 0 - Decorate 139(g_tTexcdi4a) DescriptorSet 0 - Decorate 142(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 15($Global) 0 Offset 0 + MemberDecorate 15($Global) 1 Offset 8 + MemberDecorate 15($Global) 2 Offset 16 + MemberDecorate 15($Global) 3 Offset 32 + MemberDecorate 15($Global) 4 Offset 48 + MemberDecorate 15($Global) 5 Offset 56 + MemberDecorate 15($Global) 6 Offset 64 + MemberDecorate 15($Global) 7 Offset 80 + Decorate 15($Global) Block + Decorate 17 DescriptorSet 0 + Decorate 32(g_tTex1di4a) DescriptorSet 0 + Decorate 42(g_tTex1du4a) DescriptorSet 0 + Decorate 53(g_tTex2df4a) DescriptorSet 0 + Decorate 66(g_tTex2di4a) DescriptorSet 0 + Decorate 76(g_tTex2du4a) DescriptorSet 0 + Decorate 96(Color) Location 0 + Decorate 100(Depth) BuiltIn FragDepth + Decorate 106(g_sSamp) DescriptorSet 0 + Decorate 106(g_sSamp) Binding 0 + Decorate 109(g_tTex1df4) DescriptorSet 0 + Decorate 109(g_tTex1df4) Binding 0 + Decorate 112(g_tTex1di4) DescriptorSet 0 + Decorate 115(g_tTex1du4) DescriptorSet 0 + Decorate 118(g_tTex2df4) DescriptorSet 0 + Decorate 121(g_tTex2di4) DescriptorSet 0 + Decorate 124(g_tTex2du4) DescriptorSet 0 + Decorate 127(g_tTex3df4) DescriptorSet 0 + Decorate 130(g_tTex3di4) DescriptorSet 0 + Decorate 133(g_tTex3du4) DescriptorSet 0 + Decorate 136(g_tTexcdf4) DescriptorSet 0 + Decorate 139(g_tTexcdi4) DescriptorSet 0 + Decorate 142(g_tTexcdu4) DescriptorSet 0 + Decorate 145(g_tTexcdf4a) DescriptorSet 0 + Decorate 148(g_tTexcdi4a) DescriptorSet 0 + Decorate 151(g_tTexcdu4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -396,149 +466,151 @@ gl_FragCoord origin is upper left 8: TypePointer UniformConstant 7 9(g_tTex1df4a): 8(ptr) Variable UniformConstant 11: TypeInt 32 1 - 12: TypeVector 11(int) 3 - 13: TypePointer UniformConstant 12(ivec3) - 14(c3): 13(ptr) Variable UniformConstant - 15: TypeVector 11(int) 2 - 18: TypeInt 32 0 - 19: 18(int) Constant 2 - 20: TypePointer UniformConstant 11(int) - 23: TypeVector 6(float) 4 - 25: TypeImage 11(int) 1D array sampled format:Unknown - 26: TypePointer UniformConstant 25 - 27(g_tTex1di4a): 26(ptr) Variable UniformConstant - 33: TypeVector 11(int) 4 - 35: TypeImage 18(int) 1D array sampled format:Unknown - 36: TypePointer UniformConstant 35 - 37(g_tTex1du4a): 36(ptr) Variable UniformConstant - 43: TypeVector 18(int) 4 - 45: TypeImage 6(float) 2D array sampled format:Unknown - 46: TypePointer UniformConstant 45 - 47(g_tTex2df4a): 46(ptr) Variable UniformConstant - 49: TypePointer UniformConstant 33(ivec4) - 50(c4): 49(ptr) Variable UniformConstant - 53: 18(int) Constant 3 - 57: TypeImage 11(int) 2D array sampled format:Unknown - 58: TypePointer UniformConstant 57 - 59(g_tTex2di4a): 58(ptr) Variable UniformConstant - 66: TypeImage 18(int) 2D array sampled format:Unknown - 67: TypePointer UniformConstant 66 - 68(g_tTex2du4a): 67(ptr) Variable UniformConstant - 75(PS_OUTPUT): TypeStruct 23(fvec4) 6(float) - 76: TypePointer Function 75(PS_OUTPUT) - 78: 11(int) Constant 0 - 79: 6(float) Constant 1065353216 - 80: 23(fvec4) ConstantComposite 79 79 79 79 - 81: TypePointer Function 23(fvec4) - 83: 11(int) Constant 1 - 84: TypePointer Function 6(float) - 86: TypePointer Output 23(fvec4) - 87(Color): 86(ptr) Variable Output - 90: TypePointer Output 6(float) - 91(Depth): 90(ptr) Variable Output - 95: TypeSampler - 96: TypePointer UniformConstant 95 - 97(g_sSamp): 96(ptr) Variable UniformConstant - 98: TypeImage 6(float) 1D sampled format:Unknown - 99: TypePointer UniformConstant 98 - 100(g_tTex1df4): 99(ptr) Variable UniformConstant - 101: TypeImage 11(int) 1D sampled format:Unknown - 102: TypePointer UniformConstant 101 - 103(g_tTex1di4): 102(ptr) Variable UniformConstant - 104: TypeImage 18(int) 1D sampled format:Unknown + 12: TypeVector 11(int) 2 + 13: TypeVector 11(int) 3 + 14: TypeVector 11(int) 4 + 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) + 16: TypePointer Uniform 15($Global) + 17: 16(ptr) Variable Uniform + 18: 11(int) Constant 2 + 19: TypePointer Uniform 13(ivec3) + 23: TypeInt 32 0 + 24: 23(int) Constant 2 + 25: TypePointer Uniform 11(int) + 28: TypeVector 6(float) 4 + 30: TypeImage 11(int) 1D array sampled format:Unknown + 31: TypePointer UniformConstant 30 + 32(g_tTex1di4a): 31(ptr) Variable UniformConstant + 40: TypeImage 23(int) 1D array sampled format:Unknown + 41: TypePointer UniformConstant 40 + 42(g_tTex1du4a): 41(ptr) Variable UniformConstant + 49: TypeVector 23(int) 4 + 51: TypeImage 6(float) 2D array sampled format:Unknown + 52: TypePointer UniformConstant 51 + 53(g_tTex2df4a): 52(ptr) Variable UniformConstant + 55: 11(int) Constant 3 + 56: TypePointer Uniform 14(ivec4) + 60: 23(int) Constant 3 + 64: TypeImage 11(int) 2D array sampled format:Unknown + 65: TypePointer UniformConstant 64 + 66(g_tTex2di4a): 65(ptr) Variable UniformConstant + 74: TypeImage 23(int) 2D array sampled format:Unknown + 75: TypePointer UniformConstant 74 + 76(g_tTex2du4a): 75(ptr) Variable UniformConstant + 84(PS_OUTPUT): TypeStruct 28(fvec4) 6(float) + 85: TypePointer Function 84(PS_OUTPUT) + 87: 11(int) Constant 0 + 88: 6(float) Constant 1065353216 + 89: 28(fvec4) ConstantComposite 88 88 88 88 + 90: TypePointer Function 28(fvec4) + 92: 11(int) Constant 1 + 93: TypePointer Function 6(float) + 95: TypePointer Output 28(fvec4) + 96(Color): 95(ptr) Variable Output + 99: TypePointer Output 6(float) + 100(Depth): 99(ptr) Variable Output + 104: TypeSampler 105: TypePointer UniformConstant 104 - 106(g_tTex1du4): 105(ptr) Variable UniformConstant - 107: TypeImage 6(float) 2D sampled format:Unknown + 106(g_sSamp): 105(ptr) Variable UniformConstant + 107: TypeImage 6(float) 1D sampled format:Unknown 108: TypePointer UniformConstant 107 - 109(g_tTex2df4): 108(ptr) Variable UniformConstant - 110: TypeImage 11(int) 2D sampled format:Unknown + 109(g_tTex1df4): 108(ptr) Variable UniformConstant + 110: TypeImage 11(int) 1D sampled format:Unknown 111: TypePointer UniformConstant 110 - 112(g_tTex2di4): 111(ptr) Variable UniformConstant - 113: TypeImage 18(int) 2D sampled format:Unknown + 112(g_tTex1di4): 111(ptr) Variable UniformConstant + 113: TypeImage 23(int) 1D sampled format:Unknown 114: TypePointer UniformConstant 113 - 115(g_tTex2du4): 114(ptr) Variable UniformConstant - 116: TypeImage 6(float) 3D sampled format:Unknown + 115(g_tTex1du4): 114(ptr) Variable UniformConstant + 116: TypeImage 6(float) 2D sampled format:Unknown 117: TypePointer UniformConstant 116 - 118(g_tTex3df4): 117(ptr) Variable UniformConstant - 119: TypeImage 11(int) 3D sampled format:Unknown + 118(g_tTex2df4): 117(ptr) Variable UniformConstant + 119: TypeImage 11(int) 2D sampled format:Unknown 120: TypePointer UniformConstant 119 - 121(g_tTex3di4): 120(ptr) Variable UniformConstant - 122: TypeImage 18(int) 3D sampled format:Unknown + 121(g_tTex2di4): 120(ptr) Variable UniformConstant + 122: TypeImage 23(int) 2D sampled format:Unknown 123: TypePointer UniformConstant 122 - 124(g_tTex3du4): 123(ptr) Variable UniformConstant - 125: TypeImage 6(float) Cube sampled format:Unknown + 124(g_tTex2du4): 123(ptr) Variable UniformConstant + 125: TypeImage 6(float) 3D sampled format:Unknown 126: TypePointer UniformConstant 125 - 127(g_tTexcdf4): 126(ptr) Variable UniformConstant - 128: TypeImage 11(int) Cube sampled format:Unknown + 127(g_tTex3df4): 126(ptr) Variable UniformConstant + 128: TypeImage 11(int) 3D sampled format:Unknown 129: TypePointer UniformConstant 128 - 130(g_tTexcdi4): 129(ptr) Variable UniformConstant - 131: TypeImage 18(int) Cube sampled format:Unknown + 130(g_tTex3di4): 129(ptr) Variable UniformConstant + 131: TypeImage 23(int) 3D sampled format:Unknown 132: TypePointer UniformConstant 131 - 133(g_tTexcdu4): 132(ptr) Variable UniformConstant - 134: TypeImage 6(float) Cube array sampled format:Unknown + 133(g_tTex3du4): 132(ptr) Variable UniformConstant + 134: TypeImage 6(float) Cube sampled format:Unknown 135: TypePointer UniformConstant 134 -136(g_tTexcdf4a): 135(ptr) Variable UniformConstant - 137: TypeImage 11(int) Cube array sampled format:Unknown + 136(g_tTexcdf4): 135(ptr) Variable UniformConstant + 137: TypeImage 11(int) Cube sampled format:Unknown 138: TypePointer UniformConstant 137 -139(g_tTexcdi4a): 138(ptr) Variable UniformConstant - 140: TypeImage 18(int) Cube array sampled format:Unknown + 139(g_tTexcdi4): 138(ptr) Variable UniformConstant + 140: TypeImage 23(int) Cube sampled format:Unknown 141: TypePointer UniformConstant 140 -142(g_tTexcdu4a): 141(ptr) Variable UniformConstant - 143(c1): 20(ptr) Variable UniformConstant - 144: TypePointer UniformConstant 15(ivec2) - 145(c2): 144(ptr) Variable UniformConstant - 146(o1): 20(ptr) Variable UniformConstant - 147(o2): 144(ptr) Variable UniformConstant - 148(o3): 13(ptr) Variable UniformConstant - 149(o4): 49(ptr) Variable UniformConstant + 142(g_tTexcdu4): 141(ptr) Variable UniformConstant + 143: TypeImage 6(float) Cube array sampled format:Unknown + 144: TypePointer UniformConstant 143 +145(g_tTexcdf4a): 144(ptr) Variable UniformConstant + 146: TypeImage 11(int) Cube array sampled format:Unknown + 147: TypePointer UniformConstant 146 +148(g_tTexcdi4a): 147(ptr) Variable UniformConstant + 149: TypeImage 23(int) Cube array sampled format:Unknown + 150: TypePointer UniformConstant 149 +151(g_tTexcdu4a): 150(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label - 77(psout): 76(ptr) Variable Function + 86(psout): 85(ptr) Variable Function 10: 7 Load 9(g_tTex1df4a) - 16: 12(ivec3) Load 14(c3) - 17: 15(ivec2) VectorShuffle 16 16 0 1 - 21: 20(ptr) AccessChain 14(c3) 19 - 22: 11(int) Load 21 - 24: 23(fvec4) ImageFetch 10 17 Lod 22 - 28: 25 Load 27(g_tTex1di4a) - 29: 12(ivec3) Load 14(c3) - 30: 15(ivec2) VectorShuffle 29 29 0 1 - 31: 20(ptr) AccessChain 14(c3) 19 - 32: 11(int) Load 31 - 34: 33(ivec4) ImageFetch 28 30 Lod 32 - 38: 35 Load 37(g_tTex1du4a) - 39: 12(ivec3) Load 14(c3) - 40: 15(ivec2) VectorShuffle 39 39 0 1 - 41: 20(ptr) AccessChain 14(c3) 19 - 42: 11(int) Load 41 - 44: 43(ivec4) ImageFetch 38 40 Lod 42 - 48: 45 Load 47(g_tTex2df4a) - 51: 33(ivec4) Load 50(c4) - 52: 12(ivec3) VectorShuffle 51 51 0 1 2 - 54: 20(ptr) AccessChain 50(c4) 53 - 55: 11(int) Load 54 - 56: 23(fvec4) ImageFetch 48 52 Lod 55 - 60: 57 Load 59(g_tTex2di4a) - 61: 33(ivec4) Load 50(c4) - 62: 12(ivec3) VectorShuffle 61 61 0 1 2 - 63: 20(ptr) AccessChain 50(c4) 53 - 64: 11(int) Load 63 - 65: 33(ivec4) ImageFetch 60 62 Lod 64 - 69: 66 Load 68(g_tTex2du4a) - 70: 33(ivec4) Load 50(c4) - 71: 12(ivec3) VectorShuffle 70 70 0 1 2 - 72: 20(ptr) AccessChain 50(c4) 53 - 73: 11(int) Load 72 - 74: 43(ivec4) ImageFetch 69 71 Lod 73 - 82: 81(ptr) AccessChain 77(psout) 78 - Store 82 80 - 85: 84(ptr) AccessChain 77(psout) 83 - Store 85 79 - 88: 81(ptr) AccessChain 77(psout) 78 - 89: 23(fvec4) Load 88 - Store 87(Color) 89 - 92: 84(ptr) AccessChain 77(psout) 83 - 93: 6(float) Load 92 - Store 91(Depth) 93 + 20: 19(ptr) AccessChain 17 18 + 21: 13(ivec3) Load 20 + 22: 12(ivec2) VectorShuffle 21 21 0 1 + 26: 25(ptr) AccessChain 17 18 24 + 27: 11(int) Load 26 + 29: 28(fvec4) ImageFetch 10 22 Lod 27 + 33: 30 Load 32(g_tTex1di4a) + 34: 19(ptr) AccessChain 17 18 + 35: 13(ivec3) Load 34 + 36: 12(ivec2) VectorShuffle 35 35 0 1 + 37: 25(ptr) AccessChain 17 18 24 + 38: 11(int) Load 37 + 39: 14(ivec4) ImageFetch 33 36 Lod 38 + 43: 40 Load 42(g_tTex1du4a) + 44: 19(ptr) AccessChain 17 18 + 45: 13(ivec3) Load 44 + 46: 12(ivec2) VectorShuffle 45 45 0 1 + 47: 25(ptr) AccessChain 17 18 24 + 48: 11(int) Load 47 + 50: 49(ivec4) ImageFetch 43 46 Lod 48 + 54: 51 Load 53(g_tTex2df4a) + 57: 56(ptr) AccessChain 17 55 + 58: 14(ivec4) Load 57 + 59: 13(ivec3) VectorShuffle 58 58 0 1 2 + 61: 25(ptr) AccessChain 17 55 60 + 62: 11(int) Load 61 + 63: 28(fvec4) ImageFetch 54 59 Lod 62 + 67: 64 Load 66(g_tTex2di4a) + 68: 56(ptr) AccessChain 17 55 + 69: 14(ivec4) Load 68 + 70: 13(ivec3) VectorShuffle 69 69 0 1 2 + 71: 25(ptr) AccessChain 17 55 60 + 72: 11(int) Load 71 + 73: 14(ivec4) ImageFetch 67 70 Lod 72 + 77: 74 Load 76(g_tTex2du4a) + 78: 56(ptr) AccessChain 17 55 + 79: 14(ivec4) Load 78 + 80: 13(ivec3) VectorShuffle 79 79 0 1 2 + 81: 25(ptr) AccessChain 17 55 60 + 82: 11(int) Load 81 + 83: 49(ivec4) ImageFetch 77 80 Lod 82 + 91: 90(ptr) AccessChain 86(psout) 87 + Store 91 89 + 94: 93(ptr) AccessChain 86(psout) 92 + Store 94 88 + 97: 90(ptr) AccessChain 86(psout) 87 + 98: 28(fvec4) Load 97 + Store 96(Color) 98 + 101: 93(ptr) AccessChain 86(psout) 92 + 102: 6(float) Load 101 + Store 100(Depth) 102 Return FunctionEnd diff --git a/Test/baseResults/hlsl.load.basic.dx10.frag.out b/Test/baseResults/hlsl.load.basic.dx10.frag.out index 41d44eee8..20b7456d0 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.load.basic.dx10.frag.out @@ -2,85 +2,124 @@ hlsl.load.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) 0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:52 vector swizzle (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) 0:53 textureFetch (global 4-component vector of int) 0:53 'g_tTex1di4' (uniform itexture1D) 0:53 vector swizzle (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) 0:54 textureFetch (global 4-component vector of uint) 0:54 'g_tTex1du4' (uniform utexture1D) 0:54 vector swizzle (temp int) -0:54 'c2' (uniform 2-component vector of int) +0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index (temp int) -0:54 'c2' (uniform 2-component vector of int) +0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 1 (const uint) 0:54 Constant: 0:54 1 (const int) 0:57 textureFetch (global 4-component vector of float) 0:57 'g_tTex2df4' (uniform texture2D) 0:57 vector swizzle (temp 2-component vector of int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index (temp int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:58 textureFetch (global 4-component vector of int) 0:58 'g_tTex2di4' (uniform itexture2D) 0:58 vector swizzle (temp 2-component vector of int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index (temp int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:59 textureFetch (global 4-component vector of uint) 0:59 'g_tTex2du4' (uniform utexture2D) 0:59 vector swizzle (temp 2-component vector of int) -0:59 'c3' (uniform 3-component vector of int) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index (temp int) -0:59 'c3' (uniform 3-component vector of int) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) 0:62 textureFetch (global 4-component vector of float) 0:62 'g_tTex3df4' (uniform texture3D) 0:62 vector swizzle (temp 3-component vector of int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) @@ -89,13 +128,19 @@ gl_FragCoord origin is upper left 0:62 Constant: 0:62 2 (const int) 0:62 direct index (temp int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:63 textureFetch (global 4-component vector of int) 0:63 'g_tTex3di4' (uniform itexture3D) 0:63 vector swizzle (temp 3-component vector of int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) @@ -104,13 +149,19 @@ gl_FragCoord origin is upper left 0:63 Constant: 0:63 2 (const int) 0:63 direct index (temp int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:64 textureFetch (global 4-component vector of uint) 0:64 'g_tTex3du4' (uniform utexture3D) 0:64 vector swizzle (temp 3-component vector of int) -0:64 'c4' (uniform 4-component vector of int) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) @@ -119,7 +170,10 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 2 (const int) 0:64 direct index (temp int) -0:64 'c4' (uniform 4-component vector of int) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:72 move second child to first child (temp 4-component vector of float) @@ -177,16 +231,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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: @@ -195,85 +242,124 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) 0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:52 vector swizzle (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) 0:53 textureFetch (global 4-component vector of int) 0:53 'g_tTex1di4' (uniform itexture1D) 0:53 vector swizzle (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) 0:54 textureFetch (global 4-component vector of uint) 0:54 'g_tTex1du4' (uniform utexture1D) 0:54 vector swizzle (temp int) -0:54 'c2' (uniform 2-component vector of int) +0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index (temp int) -0:54 'c2' (uniform 2-component vector of int) +0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 1 (const uint) 0:54 Constant: 0:54 1 (const int) 0:57 textureFetch (global 4-component vector of float) 0:57 'g_tTex2df4' (uniform texture2D) 0:57 vector swizzle (temp 2-component vector of int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index (temp int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:58 textureFetch (global 4-component vector of int) 0:58 'g_tTex2di4' (uniform itexture2D) 0:58 vector swizzle (temp 2-component vector of int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index (temp int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:59 textureFetch (global 4-component vector of uint) 0:59 'g_tTex2du4' (uniform utexture2D) 0:59 vector swizzle (temp 2-component vector of int) -0:59 'c3' (uniform 3-component vector of int) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index (temp int) -0:59 'c3' (uniform 3-component vector of int) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) 0:62 textureFetch (global 4-component vector of float) 0:62 'g_tTex3df4' (uniform texture3D) 0:62 vector swizzle (temp 3-component vector of int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) @@ -282,13 +368,19 @@ gl_FragCoord origin is upper left 0:62 Constant: 0:62 2 (const int) 0:62 direct index (temp int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:63 textureFetch (global 4-component vector of int) 0:63 'g_tTex3di4' (uniform itexture3D) 0:63 vector swizzle (temp 3-component vector of int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) @@ -297,13 +389,19 @@ gl_FragCoord origin is upper left 0:63 Constant: 0:63 2 (const int) 0:63 direct index (temp int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:64 textureFetch (global 4-component vector of uint) 0:64 'g_tTex3du4' (uniform utexture3D) 0:64 vector swizzle (temp 3-component vector of int) -0:64 'c4' (uniform 4-component vector of int) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) @@ -312,7 +410,10 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 2 (const int) 0:64 direct index (temp int) -0:64 'c4' (uniform 4-component vector of int) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:72 move second child to first child (temp 4-component vector of float) @@ -370,91 +471,96 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 170 +// Id's are bound by 172 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 118 122 + EntryPoint Fragment 4 "main" 125 129 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "g_tTex1df4" - Name 14 "c2" - Name 27 "g_tTex1di4" - Name 37 "g_tTex1du4" - Name 47 "g_tTex2df4" - Name 51 "c3" - Name 60 "g_tTex2di4" - Name 69 "g_tTex2du4" - Name 78 "g_tTex3df4" - Name 81 "c4" - Name 90 "g_tTex3di4" - Name 99 "g_tTex3du4" - Name 106 "PS_OUTPUT" - MemberName 106(PS_OUTPUT) 0 "Color" - MemberName 106(PS_OUTPUT) 1 "Depth" - Name 108 "psout" - Name 118 "Color" - Name 122 "Depth" - Name 128 "g_sSamp" - Name 131 "g_tTexcdf4" - Name 134 "g_tTexcdi4" - Name 137 "g_tTexcdu4" - Name 140 "g_tTex1df4a" - Name 143 "g_tTex1di4a" - Name 146 "g_tTex1du4a" - Name 149 "g_tTex2df4a" - Name 152 "g_tTex2di4a" - Name 155 "g_tTex2du4a" - Name 158 "g_tTexcdf4a" - Name 161 "g_tTexcdi4a" - Name 164 "g_tTexcdu4a" - Name 165 "c1" - Name 166 "o1" - Name 167 "o2" - Name 168 "o3" - Name 169 "o4" + Name 15 "$Global" + MemberName 15($Global) 0 "c1" + MemberName 15($Global) 1 "c2" + MemberName 15($Global) 2 "c3" + MemberName 15($Global) 3 "c4" + MemberName 15($Global) 4 "o1" + MemberName 15($Global) 5 "o2" + MemberName 15($Global) 6 "o3" + MemberName 15($Global) 7 "o4" + Name 17 "" + Name 31 "g_tTex1di4" + Name 40 "g_tTex1du4" + Name 50 "g_tTex2df4" + Name 63 "g_tTex2di4" + Name 73 "g_tTex2du4" + Name 83 "g_tTex3df4" + Name 96 "g_tTex3di4" + Name 106 "g_tTex3du4" + Name 114 "PS_OUTPUT" + MemberName 114(PS_OUTPUT) 0 "Color" + MemberName 114(PS_OUTPUT) 1 "Depth" + Name 116 "psout" + Name 125 "Color" + Name 129 "Depth" + Name 135 "g_sSamp" + Name 138 "g_tTexcdf4" + Name 141 "g_tTexcdi4" + Name 144 "g_tTexcdu4" + Name 147 "g_tTex1df4a" + Name 150 "g_tTex1di4a" + Name 153 "g_tTex1du4a" + Name 156 "g_tTex2df4a" + Name 159 "g_tTex2di4a" + Name 162 "g_tTex2du4a" + Name 165 "g_tTexcdf4a" + Name 168 "g_tTexcdi4a" + Name 171 "g_tTexcdu4a" Decorate 9(g_tTex1df4) DescriptorSet 0 Decorate 9(g_tTex1df4) Binding 0 - Decorate 27(g_tTex1di4) DescriptorSet 0 - Decorate 37(g_tTex1du4) DescriptorSet 0 - Decorate 47(g_tTex2df4) DescriptorSet 0 - Decorate 60(g_tTex2di4) DescriptorSet 0 - Decorate 69(g_tTex2du4) DescriptorSet 0 - Decorate 78(g_tTex3df4) DescriptorSet 0 - Decorate 90(g_tTex3di4) DescriptorSet 0 - Decorate 99(g_tTex3du4) DescriptorSet 0 - Decorate 118(Color) Location 0 - Decorate 122(Depth) BuiltIn FragDepth - Decorate 128(g_sSamp) DescriptorSet 0 - Decorate 128(g_sSamp) Binding 0 - Decorate 131(g_tTexcdf4) DescriptorSet 0 - Decorate 134(g_tTexcdi4) DescriptorSet 0 - Decorate 137(g_tTexcdu4) DescriptorSet 0 - Decorate 140(g_tTex1df4a) DescriptorSet 0 - Decorate 143(g_tTex1di4a) DescriptorSet 0 - Decorate 146(g_tTex1du4a) DescriptorSet 0 - Decorate 149(g_tTex2df4a) DescriptorSet 0 - Decorate 152(g_tTex2di4a) DescriptorSet 0 - Decorate 155(g_tTex2du4a) DescriptorSet 0 - Decorate 158(g_tTexcdf4a) DescriptorSet 0 - Decorate 161(g_tTexcdi4a) DescriptorSet 0 - Decorate 164(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 15($Global) 0 Offset 0 + MemberDecorate 15($Global) 1 Offset 8 + MemberDecorate 15($Global) 2 Offset 16 + MemberDecorate 15($Global) 3 Offset 32 + MemberDecorate 15($Global) 4 Offset 48 + MemberDecorate 15($Global) 5 Offset 56 + MemberDecorate 15($Global) 6 Offset 64 + MemberDecorate 15($Global) 7 Offset 80 + Decorate 15($Global) Block + Decorate 17 DescriptorSet 0 + Decorate 31(g_tTex1di4) DescriptorSet 0 + Decorate 40(g_tTex1du4) DescriptorSet 0 + Decorate 50(g_tTex2df4) DescriptorSet 0 + Decorate 63(g_tTex2di4) DescriptorSet 0 + Decorate 73(g_tTex2du4) DescriptorSet 0 + Decorate 83(g_tTex3df4) DescriptorSet 0 + Decorate 96(g_tTex3di4) DescriptorSet 0 + Decorate 106(g_tTex3du4) DescriptorSet 0 + Decorate 125(Color) Location 0 + Decorate 129(Depth) BuiltIn FragDepth + Decorate 135(g_sSamp) DescriptorSet 0 + Decorate 135(g_sSamp) Binding 0 + Decorate 138(g_tTexcdf4) DescriptorSet 0 + Decorate 141(g_tTexcdi4) DescriptorSet 0 + Decorate 144(g_tTexcdu4) DescriptorSet 0 + Decorate 147(g_tTex1df4a) DescriptorSet 0 + Decorate 150(g_tTex1di4a) DescriptorSet 0 + Decorate 153(g_tTex1du4a) DescriptorSet 0 + Decorate 156(g_tTex2df4a) DescriptorSet 0 + Decorate 159(g_tTex2di4a) DescriptorSet 0 + Decorate 162(g_tTex2du4a) DescriptorSet 0 + Decorate 165(g_tTexcdf4a) DescriptorSet 0 + Decorate 168(g_tTexcdi4a) DescriptorSet 0 + Decorate 171(g_tTexcdu4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -463,168 +569,170 @@ gl_FragCoord origin is upper left 9(g_tTex1df4): 8(ptr) Variable UniformConstant 11: TypeInt 32 1 12: TypeVector 11(int) 2 - 13: TypePointer UniformConstant 12(ivec2) - 14(c2): 13(ptr) Variable UniformConstant - 15: TypeInt 32 0 - 16: 15(int) Constant 0 - 17: TypePointer UniformConstant 11(int) - 20: 15(int) Constant 1 - 23: TypeVector 6(float) 4 - 25: TypeImage 11(int) 1D sampled format:Unknown - 26: TypePointer UniformConstant 25 - 27(g_tTex1di4): 26(ptr) Variable UniformConstant - 33: TypeVector 11(int) 4 - 35: TypeImage 15(int) 1D sampled format:Unknown - 36: TypePointer UniformConstant 35 - 37(g_tTex1du4): 36(ptr) Variable UniformConstant - 43: TypeVector 15(int) 4 - 45: TypeImage 6(float) 2D sampled format:Unknown - 46: TypePointer UniformConstant 45 - 47(g_tTex2df4): 46(ptr) Variable UniformConstant - 49: TypeVector 11(int) 3 - 50: TypePointer UniformConstant 49(ivec3) - 51(c3): 50(ptr) Variable UniformConstant - 54: 15(int) Constant 2 - 58: TypeImage 11(int) 2D sampled format:Unknown - 59: TypePointer UniformConstant 58 - 60(g_tTex2di4): 59(ptr) Variable UniformConstant - 67: TypeImage 15(int) 2D sampled format:Unknown - 68: TypePointer UniformConstant 67 - 69(g_tTex2du4): 68(ptr) Variable UniformConstant - 76: TypeImage 6(float) 3D sampled format:Unknown - 77: TypePointer UniformConstant 76 - 78(g_tTex3df4): 77(ptr) Variable UniformConstant - 80: TypePointer UniformConstant 33(ivec4) - 81(c4): 80(ptr) Variable UniformConstant - 84: 15(int) Constant 3 - 88: TypeImage 11(int) 3D sampled format:Unknown - 89: TypePointer UniformConstant 88 - 90(g_tTex3di4): 89(ptr) Variable UniformConstant - 97: TypeImage 15(int) 3D sampled format:Unknown - 98: TypePointer UniformConstant 97 - 99(g_tTex3du4): 98(ptr) Variable UniformConstant - 106(PS_OUTPUT): TypeStruct 23(fvec4) 6(float) - 107: TypePointer Function 106(PS_OUTPUT) - 109: 11(int) Constant 0 - 110: 6(float) Constant 1065353216 - 111: 23(fvec4) ConstantComposite 110 110 110 110 - 112: TypePointer Function 23(fvec4) - 114: 11(int) Constant 1 - 115: TypePointer Function 6(float) - 117: TypePointer Output 23(fvec4) - 118(Color): 117(ptr) Variable Output - 121: TypePointer Output 6(float) - 122(Depth): 121(ptr) Variable Output - 126: TypeSampler - 127: TypePointer UniformConstant 126 - 128(g_sSamp): 127(ptr) Variable UniformConstant - 129: TypeImage 6(float) Cube sampled format:Unknown - 130: TypePointer UniformConstant 129 - 131(g_tTexcdf4): 130(ptr) Variable UniformConstant - 132: TypeImage 11(int) Cube sampled format:Unknown - 133: TypePointer UniformConstant 132 - 134(g_tTexcdi4): 133(ptr) Variable UniformConstant - 135: TypeImage 15(int) Cube sampled format:Unknown - 136: TypePointer UniformConstant 135 - 137(g_tTexcdu4): 136(ptr) Variable UniformConstant - 138: TypeImage 6(float) 1D array sampled format:Unknown - 139: TypePointer UniformConstant 138 -140(g_tTex1df4a): 139(ptr) Variable UniformConstant - 141: TypeImage 11(int) 1D array sampled format:Unknown - 142: TypePointer UniformConstant 141 -143(g_tTex1di4a): 142(ptr) Variable UniformConstant - 144: TypeImage 15(int) 1D array sampled format:Unknown - 145: TypePointer UniformConstant 144 -146(g_tTex1du4a): 145(ptr) Variable UniformConstant - 147: TypeImage 6(float) 2D array sampled format:Unknown - 148: TypePointer UniformConstant 147 -149(g_tTex2df4a): 148(ptr) Variable UniformConstant - 150: TypeImage 11(int) 2D array sampled format:Unknown - 151: TypePointer UniformConstant 150 -152(g_tTex2di4a): 151(ptr) Variable UniformConstant - 153: TypeImage 15(int) 2D array sampled format:Unknown - 154: TypePointer UniformConstant 153 -155(g_tTex2du4a): 154(ptr) Variable UniformConstant - 156: TypeImage 6(float) Cube array sampled format:Unknown - 157: TypePointer UniformConstant 156 -158(g_tTexcdf4a): 157(ptr) Variable UniformConstant - 159: TypeImage 11(int) Cube array sampled format:Unknown - 160: TypePointer UniformConstant 159 -161(g_tTexcdi4a): 160(ptr) Variable UniformConstant - 162: TypeImage 15(int) Cube array sampled format:Unknown - 163: TypePointer UniformConstant 162 -164(g_tTexcdu4a): 163(ptr) Variable UniformConstant - 165(c1): 17(ptr) Variable UniformConstant - 166(o1): 17(ptr) Variable UniformConstant - 167(o2): 13(ptr) Variable UniformConstant - 168(o3): 50(ptr) Variable UniformConstant - 169(o4): 80(ptr) Variable UniformConstant + 13: TypeVector 11(int) 3 + 14: TypeVector 11(int) 4 + 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) + 16: TypePointer Uniform 15($Global) + 17: 16(ptr) Variable Uniform + 18: 11(int) Constant 1 + 19: TypeInt 32 0 + 20: 19(int) Constant 0 + 21: TypePointer Uniform 11(int) + 24: 19(int) Constant 1 + 27: TypeVector 6(float) 4 + 29: TypeImage 11(int) 1D sampled format:Unknown + 30: TypePointer UniformConstant 29 + 31(g_tTex1di4): 30(ptr) Variable UniformConstant + 38: TypeImage 19(int) 1D sampled format:Unknown + 39: TypePointer UniformConstant 38 + 40(g_tTex1du4): 39(ptr) Variable UniformConstant + 46: TypeVector 19(int) 4 + 48: TypeImage 6(float) 2D sampled format:Unknown + 49: TypePointer UniformConstant 48 + 50(g_tTex2df4): 49(ptr) Variable UniformConstant + 52: 11(int) Constant 2 + 53: TypePointer Uniform 13(ivec3) + 57: 19(int) Constant 2 + 61: TypeImage 11(int) 2D sampled format:Unknown + 62: TypePointer UniformConstant 61 + 63(g_tTex2di4): 62(ptr) Variable UniformConstant + 71: TypeImage 19(int) 2D sampled format:Unknown + 72: TypePointer UniformConstant 71 + 73(g_tTex2du4): 72(ptr) Variable UniformConstant + 81: TypeImage 6(float) 3D sampled format:Unknown + 82: TypePointer UniformConstant 81 + 83(g_tTex3df4): 82(ptr) Variable UniformConstant + 85: 11(int) Constant 3 + 86: TypePointer Uniform 14(ivec4) + 90: 19(int) Constant 3 + 94: TypeImage 11(int) 3D sampled format:Unknown + 95: TypePointer UniformConstant 94 + 96(g_tTex3di4): 95(ptr) Variable UniformConstant + 104: TypeImage 19(int) 3D sampled format:Unknown + 105: TypePointer UniformConstant 104 + 106(g_tTex3du4): 105(ptr) Variable UniformConstant + 114(PS_OUTPUT): TypeStruct 27(fvec4) 6(float) + 115: TypePointer Function 114(PS_OUTPUT) + 117: 11(int) Constant 0 + 118: 6(float) Constant 1065353216 + 119: 27(fvec4) ConstantComposite 118 118 118 118 + 120: TypePointer Function 27(fvec4) + 122: TypePointer Function 6(float) + 124: TypePointer Output 27(fvec4) + 125(Color): 124(ptr) Variable Output + 128: TypePointer Output 6(float) + 129(Depth): 128(ptr) Variable Output + 133: TypeSampler + 134: TypePointer UniformConstant 133 + 135(g_sSamp): 134(ptr) Variable UniformConstant + 136: TypeImage 6(float) Cube sampled format:Unknown + 137: TypePointer UniformConstant 136 + 138(g_tTexcdf4): 137(ptr) Variable UniformConstant + 139: TypeImage 11(int) Cube sampled format:Unknown + 140: TypePointer UniformConstant 139 + 141(g_tTexcdi4): 140(ptr) Variable UniformConstant + 142: TypeImage 19(int) Cube sampled format:Unknown + 143: TypePointer UniformConstant 142 + 144(g_tTexcdu4): 143(ptr) Variable UniformConstant + 145: TypeImage 6(float) 1D array sampled format:Unknown + 146: TypePointer UniformConstant 145 +147(g_tTex1df4a): 146(ptr) Variable UniformConstant + 148: TypeImage 11(int) 1D array sampled format:Unknown + 149: TypePointer UniformConstant 148 +150(g_tTex1di4a): 149(ptr) Variable UniformConstant + 151: TypeImage 19(int) 1D array sampled format:Unknown + 152: TypePointer UniformConstant 151 +153(g_tTex1du4a): 152(ptr) Variable UniformConstant + 154: TypeImage 6(float) 2D array sampled format:Unknown + 155: TypePointer UniformConstant 154 +156(g_tTex2df4a): 155(ptr) Variable UniformConstant + 157: TypeImage 11(int) 2D array sampled format:Unknown + 158: TypePointer UniformConstant 157 +159(g_tTex2di4a): 158(ptr) Variable UniformConstant + 160: TypeImage 19(int) 2D array sampled format:Unknown + 161: TypePointer UniformConstant 160 +162(g_tTex2du4a): 161(ptr) Variable UniformConstant + 163: TypeImage 6(float) Cube array sampled format:Unknown + 164: TypePointer UniformConstant 163 +165(g_tTexcdf4a): 164(ptr) Variable UniformConstant + 166: TypeImage 11(int) Cube array sampled format:Unknown + 167: TypePointer UniformConstant 166 +168(g_tTexcdi4a): 167(ptr) Variable UniformConstant + 169: TypeImage 19(int) Cube array sampled format:Unknown + 170: TypePointer UniformConstant 169 +171(g_tTexcdu4a): 170(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label - 108(psout): 107(ptr) Variable Function + 116(psout): 115(ptr) Variable Function 10: 7 Load 9(g_tTex1df4) - 18: 17(ptr) AccessChain 14(c2) 16 - 19: 11(int) Load 18 - 21: 17(ptr) AccessChain 14(c2) 20 - 22: 11(int) Load 21 - 24: 23(fvec4) ImageFetch 10 19 Lod 22 - 28: 25 Load 27(g_tTex1di4) - 29: 17(ptr) AccessChain 14(c2) 16 - 30: 11(int) Load 29 - 31: 17(ptr) AccessChain 14(c2) 20 - 32: 11(int) Load 31 - 34: 33(ivec4) ImageFetch 28 30 Lod 32 - 38: 35 Load 37(g_tTex1du4) - 39: 17(ptr) AccessChain 14(c2) 16 - 40: 11(int) Load 39 - 41: 17(ptr) AccessChain 14(c2) 20 - 42: 11(int) Load 41 - 44: 43(ivec4) ImageFetch 38 40 Lod 42 - 48: 45 Load 47(g_tTex2df4) - 52: 49(ivec3) Load 51(c3) - 53: 12(ivec2) VectorShuffle 52 52 0 1 - 55: 17(ptr) AccessChain 51(c3) 54 - 56: 11(int) Load 55 - 57: 23(fvec4) ImageFetch 48 53 Lod 56 - 61: 58 Load 60(g_tTex2di4) - 62: 49(ivec3) Load 51(c3) - 63: 12(ivec2) VectorShuffle 62 62 0 1 - 64: 17(ptr) AccessChain 51(c3) 54 - 65: 11(int) Load 64 - 66: 33(ivec4) ImageFetch 61 63 Lod 65 - 70: 67 Load 69(g_tTex2du4) - 71: 49(ivec3) Load 51(c3) - 72: 12(ivec2) VectorShuffle 71 71 0 1 - 73: 17(ptr) AccessChain 51(c3) 54 - 74: 11(int) Load 73 - 75: 43(ivec4) ImageFetch 70 72 Lod 74 - 79: 76 Load 78(g_tTex3df4) - 82: 33(ivec4) Load 81(c4) - 83: 49(ivec3) VectorShuffle 82 82 0 1 2 - 85: 17(ptr) AccessChain 81(c4) 84 - 86: 11(int) Load 85 - 87: 23(fvec4) ImageFetch 79 83 Lod 86 - 91: 88 Load 90(g_tTex3di4) - 92: 33(ivec4) Load 81(c4) - 93: 49(ivec3) VectorShuffle 92 92 0 1 2 - 94: 17(ptr) AccessChain 81(c4) 84 - 95: 11(int) Load 94 - 96: 33(ivec4) ImageFetch 91 93 Lod 95 - 100: 97 Load 99(g_tTex3du4) - 101: 33(ivec4) Load 81(c4) - 102: 49(ivec3) VectorShuffle 101 101 0 1 2 - 103: 17(ptr) AccessChain 81(c4) 84 - 104: 11(int) Load 103 - 105: 43(ivec4) ImageFetch 100 102 Lod 104 - 113: 112(ptr) AccessChain 108(psout) 109 - Store 113 111 - 116: 115(ptr) AccessChain 108(psout) 114 - Store 116 110 - 119: 112(ptr) AccessChain 108(psout) 109 - 120: 23(fvec4) Load 119 - Store 118(Color) 120 - 123: 115(ptr) AccessChain 108(psout) 114 - 124: 6(float) Load 123 - Store 122(Depth) 124 + 22: 21(ptr) AccessChain 17 18 20 + 23: 11(int) Load 22 + 25: 21(ptr) AccessChain 17 18 24 + 26: 11(int) Load 25 + 28: 27(fvec4) ImageFetch 10 23 Lod 26 + 32: 29 Load 31(g_tTex1di4) + 33: 21(ptr) AccessChain 17 18 20 + 34: 11(int) Load 33 + 35: 21(ptr) AccessChain 17 18 24 + 36: 11(int) Load 35 + 37: 14(ivec4) ImageFetch 32 34 Lod 36 + 41: 38 Load 40(g_tTex1du4) + 42: 21(ptr) AccessChain 17 18 20 + 43: 11(int) Load 42 + 44: 21(ptr) AccessChain 17 18 24 + 45: 11(int) Load 44 + 47: 46(ivec4) ImageFetch 41 43 Lod 45 + 51: 48 Load 50(g_tTex2df4) + 54: 53(ptr) AccessChain 17 52 + 55: 13(ivec3) Load 54 + 56: 12(ivec2) VectorShuffle 55 55 0 1 + 58: 21(ptr) AccessChain 17 52 57 + 59: 11(int) Load 58 + 60: 27(fvec4) ImageFetch 51 56 Lod 59 + 64: 61 Load 63(g_tTex2di4) + 65: 53(ptr) AccessChain 17 52 + 66: 13(ivec3) Load 65 + 67: 12(ivec2) VectorShuffle 66 66 0 1 + 68: 21(ptr) AccessChain 17 52 57 + 69: 11(int) Load 68 + 70: 14(ivec4) ImageFetch 64 67 Lod 69 + 74: 71 Load 73(g_tTex2du4) + 75: 53(ptr) AccessChain 17 52 + 76: 13(ivec3) Load 75 + 77: 12(ivec2) VectorShuffle 76 76 0 1 + 78: 21(ptr) AccessChain 17 52 57 + 79: 11(int) Load 78 + 80: 46(ivec4) ImageFetch 74 77 Lod 79 + 84: 81 Load 83(g_tTex3df4) + 87: 86(ptr) AccessChain 17 85 + 88: 14(ivec4) Load 87 + 89: 13(ivec3) VectorShuffle 88 88 0 1 2 + 91: 21(ptr) AccessChain 17 85 90 + 92: 11(int) Load 91 + 93: 27(fvec4) ImageFetch 84 89 Lod 92 + 97: 94 Load 96(g_tTex3di4) + 98: 86(ptr) AccessChain 17 85 + 99: 14(ivec4) Load 98 + 100: 13(ivec3) VectorShuffle 99 99 0 1 2 + 101: 21(ptr) AccessChain 17 85 90 + 102: 11(int) Load 101 + 103: 14(ivec4) ImageFetch 97 100 Lod 102 + 107: 104 Load 106(g_tTex3du4) + 108: 86(ptr) AccessChain 17 85 + 109: 14(ivec4) Load 108 + 110: 13(ivec3) VectorShuffle 109 109 0 1 2 + 111: 21(ptr) AccessChain 17 85 90 + 112: 11(int) Load 111 + 113: 46(ivec4) ImageFetch 107 110 Lod 112 + 121: 120(ptr) AccessChain 116(psout) 117 + Store 121 119 + 123: 122(ptr) AccessChain 116(psout) 18 + Store 123 118 + 126: 120(ptr) AccessChain 116(psout) 117 + 127: 27(fvec4) Load 126 + Store 125(Color) 127 + 130: 122(ptr) AccessChain 116(psout) 18 + 131: 6(float) Load 130 + Store 129(Depth) 131 Return FunctionEnd diff --git a/Test/baseResults/hlsl.load.basic.dx10.vert.out b/Test/baseResults/hlsl.load.basic.dx10.vert.out index 62e6128d1..4e1efadba 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -1,85 +1,124 @@ hlsl.load.basic.dx10.vert Shader version: 450 0:? Sequence -0:47 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:47 Function Parameters: 0:? Sequence 0:51 textureFetch (global 4-component vector of float) 0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:51 vector swizzle (temp int) -0:51 'c2' (uniform 2-component vector of int) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:51 '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}) +0:51 Constant: +0:51 1 (const uint) 0:51 Sequence 0:51 Constant: 0:51 0 (const int) 0:51 direct index (temp int) -0:51 'c2' (uniform 2-component vector of int) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:51 '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}) +0:51 Constant: +0:51 1 (const uint) 0:51 Constant: 0:51 1 (const int) 0:52 textureFetch (global 4-component vector of int) 0:52 'g_tTex1di4' (uniform itexture1D) 0:52 vector swizzle (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) 0:53 textureFetch (global 4-component vector of uint) 0:53 'g_tTex1du4' (uniform utexture1D) 0:53 vector swizzle (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) 0:56 textureFetch (global 4-component vector of float) 0:56 'g_tTex2df4' (uniform texture2D) 0:56 vector swizzle (temp 2-component vector of int) -0:56 'c3' (uniform 3-component vector of int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:56 '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}) +0:56 Constant: +0:56 2 (const uint) 0:56 Sequence 0:56 Constant: 0:56 0 (const int) 0:56 Constant: 0:56 1 (const int) 0:56 direct index (temp int) -0:56 'c3' (uniform 3-component vector of int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:56 '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}) +0:56 Constant: +0:56 2 (const uint) 0:56 Constant: 0:56 2 (const int) 0:57 textureFetch (global 4-component vector of int) 0:57 'g_tTex2di4' (uniform itexture2D) 0:57 vector swizzle (temp 2-component vector of int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index (temp int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:58 textureFetch (global 4-component vector of uint) 0:58 'g_tTex2du4' (uniform utexture2D) 0:58 vector swizzle (temp 2-component vector of int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index (temp int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:61 textureFetch (global 4-component vector of float) 0:61 'g_tTex3df4' (uniform texture3D) 0:61 vector swizzle (temp 3-component vector of int) -0:61 'c4' (uniform 4-component vector of int) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:61 '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}) +0:61 Constant: +0:61 3 (const uint) 0:61 Sequence 0:61 Constant: 0:61 0 (const int) @@ -88,13 +127,19 @@ Shader version: 450 0:61 Constant: 0:61 2 (const int) 0:61 direct index (temp int) -0:61 'c4' (uniform 4-component vector of int) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:61 '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}) +0:61 Constant: +0:61 3 (const uint) 0:61 Constant: 0:61 3 (const int) 0:62 textureFetch (global 4-component vector of int) 0:62 'g_tTex3di4' (uniform itexture3D) 0:62 vector swizzle (temp 3-component vector of int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) @@ -103,13 +148,19 @@ Shader version: 450 0:62 Constant: 0:62 2 (const int) 0:62 direct index (temp int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:63 textureFetch (global 4-component vector of uint) 0:63 'g_tTex3du4' (uniform utexture3D) 0:63 vector swizzle (temp 3-component vector of int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) @@ -118,7 +169,10 @@ Shader version: 450 0:63 Constant: 0:63 2 (const int) 0:63 direct index (temp int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) @@ -163,15 +217,8 @@ Shader version: 450 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 0:? 'Pos' (out 4-component vector of float Position) +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 vertex stage: @@ -179,85 +226,124 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:47 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:47 Function Parameters: 0:? Sequence 0:51 textureFetch (global 4-component vector of float) 0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:51 vector swizzle (temp int) -0:51 'c2' (uniform 2-component vector of int) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:51 '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}) +0:51 Constant: +0:51 1 (const uint) 0:51 Sequence 0:51 Constant: 0:51 0 (const int) 0:51 direct index (temp int) -0:51 'c2' (uniform 2-component vector of int) +0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:51 '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}) +0:51 Constant: +0:51 1 (const uint) 0:51 Constant: 0:51 1 (const int) 0:52 textureFetch (global 4-component vector of int) 0:52 'g_tTex1di4' (uniform itexture1D) 0:52 vector swizzle (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) 0:53 textureFetch (global 4-component vector of uint) 0:53 'g_tTex1du4' (uniform utexture1D) 0:53 vector swizzle (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) 0:56 textureFetch (global 4-component vector of float) 0:56 'g_tTex2df4' (uniform texture2D) 0:56 vector swizzle (temp 2-component vector of int) -0:56 'c3' (uniform 3-component vector of int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:56 '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}) +0:56 Constant: +0:56 2 (const uint) 0:56 Sequence 0:56 Constant: 0:56 0 (const int) 0:56 Constant: 0:56 1 (const int) 0:56 direct index (temp int) -0:56 'c3' (uniform 3-component vector of int) +0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:56 '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}) +0:56 Constant: +0:56 2 (const uint) 0:56 Constant: 0:56 2 (const int) 0:57 textureFetch (global 4-component vector of int) 0:57 'g_tTex2di4' (uniform itexture2D) 0:57 vector swizzle (temp 2-component vector of int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index (temp int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:58 textureFetch (global 4-component vector of uint) 0:58 'g_tTex2du4' (uniform utexture2D) 0:58 vector swizzle (temp 2-component vector of int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index (temp int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:61 textureFetch (global 4-component vector of float) 0:61 'g_tTex3df4' (uniform texture3D) 0:61 vector swizzle (temp 3-component vector of int) -0:61 'c4' (uniform 4-component vector of int) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:61 '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}) +0:61 Constant: +0:61 3 (const uint) 0:61 Sequence 0:61 Constant: 0:61 0 (const int) @@ -266,13 +352,19 @@ Shader version: 450 0:61 Constant: 0:61 2 (const int) 0:61 direct index (temp int) -0:61 'c4' (uniform 4-component vector of int) +0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:61 '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}) +0:61 Constant: +0:61 3 (const uint) 0:61 Constant: 0:61 3 (const int) 0:62 textureFetch (global 4-component vector of int) 0:62 'g_tTex3di4' (uniform itexture3D) 0:62 vector swizzle (temp 3-component vector of int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) @@ -281,13 +373,19 @@ Shader version: 450 0:62 Constant: 0:62 2 (const int) 0:62 direct index (temp int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:63 textureFetch (global 4-component vector of uint) 0:63 'g_tTex3du4' (uniform utexture3D) 0:63 vector swizzle (temp 3-component vector of int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) @@ -296,7 +394,10 @@ Shader version: 450 0:63 Constant: 0:63 2 (const int) 0:63 direct index (temp int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) @@ -341,86 +442,91 @@ Shader version: 450 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 0:? 'Pos' (out 4-component vector of float Position) +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 163 +// Id's are bound by 166 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Vertex 4 "main" 115 + EntryPoint Vertex 4 "main" 123 Name 4 "main" Name 9 "g_tTex1df4" - Name 14 "c2" - Name 27 "g_tTex1di4" - Name 37 "g_tTex1du4" - Name 47 "g_tTex2df4" - Name 51 "c3" - Name 60 "g_tTex2di4" - Name 69 "g_tTex2du4" - Name 78 "g_tTex3df4" - Name 81 "c4" - Name 90 "g_tTex3di4" - Name 99 "g_tTex3du4" - Name 106 "VS_OUTPUT" - MemberName 106(VS_OUTPUT) 0 "Pos" - Name 108 "vsout" - Name 115 "Pos" - Name 121 "g_sSamp" - Name 124 "g_tTexcdf4" - Name 127 "g_tTexcdi4" - Name 130 "g_tTexcdu4" - Name 133 "g_tTex1df4a" - Name 136 "g_tTex1di4a" - Name 139 "g_tTex1du4a" - Name 142 "g_tTex2df4a" - Name 145 "g_tTex2di4a" - Name 148 "g_tTex2du4a" - Name 151 "g_tTexcdf4a" - Name 154 "g_tTexcdi4a" - Name 157 "g_tTexcdu4a" - Name 158 "c1" - Name 159 "o1" - Name 160 "o2" - Name 161 "o3" - Name 162 "o4" + Name 15 "$Global" + MemberName 15($Global) 0 "c1" + MemberName 15($Global) 1 "c2" + MemberName 15($Global) 2 "c3" + MemberName 15($Global) 3 "c4" + MemberName 15($Global) 4 "o1" + MemberName 15($Global) 5 "o2" + MemberName 15($Global) 6 "o3" + MemberName 15($Global) 7 "o4" + Name 17 "" + Name 31 "g_tTex1di4" + Name 40 "g_tTex1du4" + Name 50 "g_tTex2df4" + Name 63 "g_tTex2di4" + Name 73 "g_tTex2du4" + Name 83 "g_tTex3df4" + Name 96 "g_tTex3di4" + Name 106 "g_tTex3du4" + Name 114 "VS_OUTPUT" + MemberName 114(VS_OUTPUT) 0 "Pos" + Name 116 "vsout" + Name 123 "Pos" + Name 129 "g_sSamp" + Name 132 "g_tTexcdf4" + Name 135 "g_tTexcdi4" + Name 138 "g_tTexcdu4" + Name 141 "g_tTex1df4a" + Name 144 "g_tTex1di4a" + Name 147 "g_tTex1du4a" + Name 150 "g_tTex2df4a" + Name 153 "g_tTex2di4a" + Name 156 "g_tTex2du4a" + Name 159 "g_tTexcdf4a" + Name 162 "g_tTexcdi4a" + Name 165 "g_tTexcdu4a" Decorate 9(g_tTex1df4) DescriptorSet 0 Decorate 9(g_tTex1df4) Binding 0 - Decorate 27(g_tTex1di4) DescriptorSet 0 - Decorate 37(g_tTex1du4) DescriptorSet 0 - Decorate 47(g_tTex2df4) DescriptorSet 0 - Decorate 60(g_tTex2di4) DescriptorSet 0 - Decorate 69(g_tTex2du4) DescriptorSet 0 - Decorate 78(g_tTex3df4) DescriptorSet 0 - Decorate 90(g_tTex3di4) DescriptorSet 0 - Decorate 99(g_tTex3du4) DescriptorSet 0 - Decorate 115(Pos) BuiltIn Position - Decorate 121(g_sSamp) DescriptorSet 0 - Decorate 121(g_sSamp) Binding 0 - Decorate 124(g_tTexcdf4) DescriptorSet 0 - Decorate 127(g_tTexcdi4) DescriptorSet 0 - Decorate 130(g_tTexcdu4) DescriptorSet 0 - Decorate 133(g_tTex1df4a) DescriptorSet 0 - Decorate 136(g_tTex1di4a) DescriptorSet 0 - Decorate 139(g_tTex1du4a) DescriptorSet 0 - Decorate 142(g_tTex2df4a) DescriptorSet 0 - Decorate 145(g_tTex2di4a) DescriptorSet 0 - Decorate 148(g_tTex2du4a) DescriptorSet 0 - Decorate 151(g_tTexcdf4a) DescriptorSet 0 - Decorate 154(g_tTexcdi4a) DescriptorSet 0 - Decorate 157(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 15($Global) 0 Offset 0 + MemberDecorate 15($Global) 1 Offset 8 + MemberDecorate 15($Global) 2 Offset 16 + MemberDecorate 15($Global) 3 Offset 32 + MemberDecorate 15($Global) 4 Offset 48 + MemberDecorate 15($Global) 5 Offset 56 + MemberDecorate 15($Global) 6 Offset 64 + MemberDecorate 15($Global) 7 Offset 80 + Decorate 15($Global) Block + Decorate 17 DescriptorSet 0 + Decorate 31(g_tTex1di4) DescriptorSet 0 + Decorate 40(g_tTex1du4) DescriptorSet 0 + Decorate 50(g_tTex2df4) DescriptorSet 0 + Decorate 63(g_tTex2di4) DescriptorSet 0 + Decorate 73(g_tTex2du4) DescriptorSet 0 + Decorate 83(g_tTex3df4) DescriptorSet 0 + Decorate 96(g_tTex3di4) DescriptorSet 0 + Decorate 106(g_tTex3du4) DescriptorSet 0 + Decorate 123(Pos) BuiltIn Position + Decorate 129(g_sSamp) DescriptorSet 0 + Decorate 129(g_sSamp) Binding 0 + Decorate 132(g_tTexcdf4) DescriptorSet 0 + Decorate 135(g_tTexcdi4) DescriptorSet 0 + Decorate 138(g_tTexcdu4) DescriptorSet 0 + Decorate 141(g_tTex1df4a) DescriptorSet 0 + Decorate 144(g_tTex1di4a) DescriptorSet 0 + Decorate 147(g_tTex1du4a) DescriptorSet 0 + Decorate 150(g_tTex2df4a) DescriptorSet 0 + Decorate 153(g_tTex2di4a) DescriptorSet 0 + Decorate 156(g_tTex2du4a) DescriptorSet 0 + Decorate 159(g_tTexcdf4a) DescriptorSet 0 + Decorate 162(g_tTexcdi4a) DescriptorSet 0 + Decorate 165(g_tTexcdu4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -429,159 +535,162 @@ Shader version: 450 9(g_tTex1df4): 8(ptr) Variable UniformConstant 11: TypeInt 32 1 12: TypeVector 11(int) 2 - 13: TypePointer UniformConstant 12(ivec2) - 14(c2): 13(ptr) Variable UniformConstant - 15: TypeInt 32 0 - 16: 15(int) Constant 0 - 17: TypePointer UniformConstant 11(int) - 20: 15(int) Constant 1 - 23: TypeVector 6(float) 4 - 25: TypeImage 11(int) 1D sampled format:Unknown - 26: TypePointer UniformConstant 25 - 27(g_tTex1di4): 26(ptr) Variable UniformConstant - 33: TypeVector 11(int) 4 - 35: TypeImage 15(int) 1D sampled format:Unknown - 36: TypePointer UniformConstant 35 - 37(g_tTex1du4): 36(ptr) Variable UniformConstant - 43: TypeVector 15(int) 4 - 45: TypeImage 6(float) 2D sampled format:Unknown - 46: TypePointer UniformConstant 45 - 47(g_tTex2df4): 46(ptr) Variable UniformConstant - 49: TypeVector 11(int) 3 - 50: TypePointer UniformConstant 49(ivec3) - 51(c3): 50(ptr) Variable UniformConstant - 54: 15(int) Constant 2 - 58: TypeImage 11(int) 2D sampled format:Unknown - 59: TypePointer UniformConstant 58 - 60(g_tTex2di4): 59(ptr) Variable UniformConstant - 67: TypeImage 15(int) 2D sampled format:Unknown - 68: TypePointer UniformConstant 67 - 69(g_tTex2du4): 68(ptr) Variable UniformConstant - 76: TypeImage 6(float) 3D sampled format:Unknown - 77: TypePointer UniformConstant 76 - 78(g_tTex3df4): 77(ptr) Variable UniformConstant - 80: TypePointer UniformConstant 33(ivec4) - 81(c4): 80(ptr) Variable UniformConstant - 84: 15(int) Constant 3 - 88: TypeImage 11(int) 3D sampled format:Unknown - 89: TypePointer UniformConstant 88 - 90(g_tTex3di4): 89(ptr) Variable UniformConstant - 97: TypeImage 15(int) 3D sampled format:Unknown - 98: TypePointer UniformConstant 97 - 99(g_tTex3du4): 98(ptr) Variable UniformConstant - 106(VS_OUTPUT): TypeStruct 23(fvec4) - 107: TypePointer Function 106(VS_OUTPUT) - 109: 11(int) Constant 0 - 110: 6(float) Constant 0 - 111: 23(fvec4) ConstantComposite 110 110 110 110 - 112: TypePointer Function 23(fvec4) - 114: TypePointer Output 23(fvec4) - 115(Pos): 114(ptr) Variable Output - 119: TypeSampler - 120: TypePointer UniformConstant 119 - 121(g_sSamp): 120(ptr) Variable UniformConstant - 122: TypeImage 6(float) Cube sampled format:Unknown - 123: TypePointer UniformConstant 122 - 124(g_tTexcdf4): 123(ptr) Variable UniformConstant - 125: TypeImage 11(int) Cube sampled format:Unknown - 126: TypePointer UniformConstant 125 - 127(g_tTexcdi4): 126(ptr) Variable UniformConstant - 128: TypeImage 15(int) Cube sampled format:Unknown - 129: TypePointer UniformConstant 128 - 130(g_tTexcdu4): 129(ptr) Variable UniformConstant - 131: TypeImage 6(float) 1D array sampled format:Unknown - 132: TypePointer UniformConstant 131 -133(g_tTex1df4a): 132(ptr) Variable UniformConstant - 134: TypeImage 11(int) 1D array sampled format:Unknown - 135: TypePointer UniformConstant 134 -136(g_tTex1di4a): 135(ptr) Variable UniformConstant - 137: TypeImage 15(int) 1D array sampled format:Unknown - 138: TypePointer UniformConstant 137 -139(g_tTex1du4a): 138(ptr) Variable UniformConstant - 140: TypeImage 6(float) 2D array sampled format:Unknown - 141: TypePointer UniformConstant 140 -142(g_tTex2df4a): 141(ptr) Variable UniformConstant - 143: TypeImage 11(int) 2D array sampled format:Unknown - 144: TypePointer UniformConstant 143 -145(g_tTex2di4a): 144(ptr) Variable UniformConstant - 146: TypeImage 15(int) 2D array sampled format:Unknown - 147: TypePointer UniformConstant 146 -148(g_tTex2du4a): 147(ptr) Variable UniformConstant - 149: TypeImage 6(float) Cube array sampled format:Unknown - 150: TypePointer UniformConstant 149 -151(g_tTexcdf4a): 150(ptr) Variable UniformConstant - 152: TypeImage 11(int) Cube array sampled format:Unknown - 153: TypePointer UniformConstant 152 -154(g_tTexcdi4a): 153(ptr) Variable UniformConstant - 155: TypeImage 15(int) Cube array sampled format:Unknown - 156: TypePointer UniformConstant 155 -157(g_tTexcdu4a): 156(ptr) Variable UniformConstant - 158(c1): 17(ptr) Variable UniformConstant - 159(o1): 17(ptr) Variable UniformConstant - 160(o2): 13(ptr) Variable UniformConstant - 161(o3): 50(ptr) Variable UniformConstant - 162(o4): 80(ptr) Variable UniformConstant + 13: TypeVector 11(int) 3 + 14: TypeVector 11(int) 4 + 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) + 16: TypePointer Uniform 15($Global) + 17: 16(ptr) Variable Uniform + 18: 11(int) Constant 1 + 19: TypeInt 32 0 + 20: 19(int) Constant 0 + 21: TypePointer Uniform 11(int) + 24: 19(int) Constant 1 + 27: TypeVector 6(float) 4 + 29: TypeImage 11(int) 1D sampled format:Unknown + 30: TypePointer UniformConstant 29 + 31(g_tTex1di4): 30(ptr) Variable UniformConstant + 38: TypeImage 19(int) 1D sampled format:Unknown + 39: TypePointer UniformConstant 38 + 40(g_tTex1du4): 39(ptr) Variable UniformConstant + 46: TypeVector 19(int) 4 + 48: TypeImage 6(float) 2D sampled format:Unknown + 49: TypePointer UniformConstant 48 + 50(g_tTex2df4): 49(ptr) Variable UniformConstant + 52: 11(int) Constant 2 + 53: TypePointer Uniform 13(ivec3) + 57: 19(int) Constant 2 + 61: TypeImage 11(int) 2D sampled format:Unknown + 62: TypePointer UniformConstant 61 + 63(g_tTex2di4): 62(ptr) Variable UniformConstant + 71: TypeImage 19(int) 2D sampled format:Unknown + 72: TypePointer UniformConstant 71 + 73(g_tTex2du4): 72(ptr) Variable UniformConstant + 81: TypeImage 6(float) 3D sampled format:Unknown + 82: TypePointer UniformConstant 81 + 83(g_tTex3df4): 82(ptr) Variable UniformConstant + 85: 11(int) Constant 3 + 86: TypePointer Uniform 14(ivec4) + 90: 19(int) Constant 3 + 94: TypeImage 11(int) 3D sampled format:Unknown + 95: TypePointer UniformConstant 94 + 96(g_tTex3di4): 95(ptr) Variable UniformConstant + 104: TypeImage 19(int) 3D sampled format:Unknown + 105: TypePointer UniformConstant 104 + 106(g_tTex3du4): 105(ptr) Variable UniformConstant + 114(VS_OUTPUT): TypeStruct 27(fvec4) + 115: TypePointer Function 114(VS_OUTPUT) + 117: 11(int) Constant 0 + 118: 6(float) Constant 0 + 119: 27(fvec4) ConstantComposite 118 118 118 118 + 120: TypePointer Function 27(fvec4) + 122: TypePointer Output 27(fvec4) + 123(Pos): 122(ptr) Variable Output + 127: TypeSampler + 128: TypePointer UniformConstant 127 + 129(g_sSamp): 128(ptr) Variable UniformConstant + 130: TypeImage 6(float) Cube sampled format:Unknown + 131: TypePointer UniformConstant 130 + 132(g_tTexcdf4): 131(ptr) Variable UniformConstant + 133: TypeImage 11(int) Cube sampled format:Unknown + 134: TypePointer UniformConstant 133 + 135(g_tTexcdi4): 134(ptr) Variable UniformConstant + 136: TypeImage 19(int) Cube sampled format:Unknown + 137: TypePointer UniformConstant 136 + 138(g_tTexcdu4): 137(ptr) Variable UniformConstant + 139: TypeImage 6(float) 1D array sampled format:Unknown + 140: TypePointer UniformConstant 139 +141(g_tTex1df4a): 140(ptr) Variable UniformConstant + 142: TypeImage 11(int) 1D array sampled format:Unknown + 143: TypePointer UniformConstant 142 +144(g_tTex1di4a): 143(ptr) Variable UniformConstant + 145: TypeImage 19(int) 1D array sampled format:Unknown + 146: TypePointer UniformConstant 145 +147(g_tTex1du4a): 146(ptr) Variable UniformConstant + 148: TypeImage 6(float) 2D array sampled format:Unknown + 149: TypePointer UniformConstant 148 +150(g_tTex2df4a): 149(ptr) Variable UniformConstant + 151: TypeImage 11(int) 2D array sampled format:Unknown + 152: TypePointer UniformConstant 151 +153(g_tTex2di4a): 152(ptr) Variable UniformConstant + 154: TypeImage 19(int) 2D array sampled format:Unknown + 155: TypePointer UniformConstant 154 +156(g_tTex2du4a): 155(ptr) Variable UniformConstant + 157: TypeImage 6(float) Cube array sampled format:Unknown + 158: TypePointer UniformConstant 157 +159(g_tTexcdf4a): 158(ptr) Variable UniformConstant + 160: TypeImage 11(int) Cube array sampled format:Unknown + 161: TypePointer UniformConstant 160 +162(g_tTexcdi4a): 161(ptr) Variable UniformConstant + 163: TypeImage 19(int) Cube array sampled format:Unknown + 164: TypePointer UniformConstant 163 +165(g_tTexcdu4a): 164(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label - 108(vsout): 107(ptr) Variable Function + 116(vsout): 115(ptr) Variable Function 10: 7 Load 9(g_tTex1df4) - 18: 17(ptr) AccessChain 14(c2) 16 - 19: 11(int) Load 18 - 21: 17(ptr) AccessChain 14(c2) 20 - 22: 11(int) Load 21 - 24: 23(fvec4) ImageFetch 10 19 Lod 22 - 28: 25 Load 27(g_tTex1di4) - 29: 17(ptr) AccessChain 14(c2) 16 - 30: 11(int) Load 29 - 31: 17(ptr) AccessChain 14(c2) 20 - 32: 11(int) Load 31 - 34: 33(ivec4) ImageFetch 28 30 Lod 32 - 38: 35 Load 37(g_tTex1du4) - 39: 17(ptr) AccessChain 14(c2) 16 - 40: 11(int) Load 39 - 41: 17(ptr) AccessChain 14(c2) 20 - 42: 11(int) Load 41 - 44: 43(ivec4) ImageFetch 38 40 Lod 42 - 48: 45 Load 47(g_tTex2df4) - 52: 49(ivec3) Load 51(c3) - 53: 12(ivec2) VectorShuffle 52 52 0 1 - 55: 17(ptr) AccessChain 51(c3) 54 - 56: 11(int) Load 55 - 57: 23(fvec4) ImageFetch 48 53 Lod 56 - 61: 58 Load 60(g_tTex2di4) - 62: 49(ivec3) Load 51(c3) - 63: 12(ivec2) VectorShuffle 62 62 0 1 - 64: 17(ptr) AccessChain 51(c3) 54 - 65: 11(int) Load 64 - 66: 33(ivec4) ImageFetch 61 63 Lod 65 - 70: 67 Load 69(g_tTex2du4) - 71: 49(ivec3) Load 51(c3) - 72: 12(ivec2) VectorShuffle 71 71 0 1 - 73: 17(ptr) AccessChain 51(c3) 54 - 74: 11(int) Load 73 - 75: 43(ivec4) ImageFetch 70 72 Lod 74 - 79: 76 Load 78(g_tTex3df4) - 82: 33(ivec4) Load 81(c4) - 83: 49(ivec3) VectorShuffle 82 82 0 1 2 - 85: 17(ptr) AccessChain 81(c4) 84 - 86: 11(int) Load 85 - 87: 23(fvec4) ImageFetch 79 83 Lod 86 - 91: 88 Load 90(g_tTex3di4) - 92: 33(ivec4) Load 81(c4) - 93: 49(ivec3) VectorShuffle 92 92 0 1 2 - 94: 17(ptr) AccessChain 81(c4) 84 - 95: 11(int) Load 94 - 96: 33(ivec4) ImageFetch 91 93 Lod 95 - 100: 97 Load 99(g_tTex3du4) - 101: 33(ivec4) Load 81(c4) - 102: 49(ivec3) VectorShuffle 101 101 0 1 2 - 103: 17(ptr) AccessChain 81(c4) 84 - 104: 11(int) Load 103 - 105: 43(ivec4) ImageFetch 100 102 Lod 104 - 113: 112(ptr) AccessChain 108(vsout) 109 - Store 113 111 - 116: 112(ptr) AccessChain 108(vsout) 109 - 117: 23(fvec4) Load 116 - Store 115(Pos) 117 + 22: 21(ptr) AccessChain 17 18 20 + 23: 11(int) Load 22 + 25: 21(ptr) AccessChain 17 18 24 + 26: 11(int) Load 25 + 28: 27(fvec4) ImageFetch 10 23 Lod 26 + 32: 29 Load 31(g_tTex1di4) + 33: 21(ptr) AccessChain 17 18 20 + 34: 11(int) Load 33 + 35: 21(ptr) AccessChain 17 18 24 + 36: 11(int) Load 35 + 37: 14(ivec4) ImageFetch 32 34 Lod 36 + 41: 38 Load 40(g_tTex1du4) + 42: 21(ptr) AccessChain 17 18 20 + 43: 11(int) Load 42 + 44: 21(ptr) AccessChain 17 18 24 + 45: 11(int) Load 44 + 47: 46(ivec4) ImageFetch 41 43 Lod 45 + 51: 48 Load 50(g_tTex2df4) + 54: 53(ptr) AccessChain 17 52 + 55: 13(ivec3) Load 54 + 56: 12(ivec2) VectorShuffle 55 55 0 1 + 58: 21(ptr) AccessChain 17 52 57 + 59: 11(int) Load 58 + 60: 27(fvec4) ImageFetch 51 56 Lod 59 + 64: 61 Load 63(g_tTex2di4) + 65: 53(ptr) AccessChain 17 52 + 66: 13(ivec3) Load 65 + 67: 12(ivec2) VectorShuffle 66 66 0 1 + 68: 21(ptr) AccessChain 17 52 57 + 69: 11(int) Load 68 + 70: 14(ivec4) ImageFetch 64 67 Lod 69 + 74: 71 Load 73(g_tTex2du4) + 75: 53(ptr) AccessChain 17 52 + 76: 13(ivec3) Load 75 + 77: 12(ivec2) VectorShuffle 76 76 0 1 + 78: 21(ptr) AccessChain 17 52 57 + 79: 11(int) Load 78 + 80: 46(ivec4) ImageFetch 74 77 Lod 79 + 84: 81 Load 83(g_tTex3df4) + 87: 86(ptr) AccessChain 17 85 + 88: 14(ivec4) Load 87 + 89: 13(ivec3) VectorShuffle 88 88 0 1 2 + 91: 21(ptr) AccessChain 17 85 90 + 92: 11(int) Load 91 + 93: 27(fvec4) ImageFetch 84 89 Lod 92 + 97: 94 Load 96(g_tTex3di4) + 98: 86(ptr) AccessChain 17 85 + 99: 14(ivec4) Load 98 + 100: 13(ivec3) VectorShuffle 99 99 0 1 2 + 101: 21(ptr) AccessChain 17 85 90 + 102: 11(int) Load 101 + 103: 14(ivec4) ImageFetch 97 100 Lod 102 + 107: 104 Load 106(g_tTex3du4) + 108: 86(ptr) AccessChain 17 85 + 109: 14(ivec4) Load 108 + 110: 13(ivec3) VectorShuffle 109 109 0 1 2 + 111: 21(ptr) AccessChain 17 85 90 + 112: 11(int) Load 111 + 113: 46(ivec4) ImageFetch 107 110 Lod 112 + 121: 120(ptr) AccessChain 116(vsout) 117 + Store 121 119 + 124: 120(ptr) AccessChain 116(vsout) 117 + 125: 27(fvec4) Load 124 + Store 123(Pos) 125 Return FunctionEnd diff --git a/Test/baseResults/hlsl.load.buffer.dx10.frag.out b/Test/baseResults/hlsl.load.buffer.dx10.frag.out index 012af8687..ea1b5df35 100644 --- a/Test/baseResults/hlsl.load.buffer.dx10.frag.out +++ b/Test/baseResults/hlsl.load.buffer.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.buffer.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -10,19 +10,28 @@ gl_FragCoord origin is upper left 0:28 'r00' (temp 4-component vector of float) 0:28 textureFetch (global 4-component vector of float) 0:28 'g_tTexbf4' (uniform samplerBuffer) -0:28 'c1' (uniform int) +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 4-component vector of int) 0:29 'r01' (temp 4-component vector of int) 0:29 textureFetch (global 4-component vector of int) 0:29 'g_tTexbi4' (uniform isamplerBuffer) -0:29 'c1' (uniform int) +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 4-component vector of uint) 0:30 'r02' (temp 4-component vector of uint) 0:30 textureFetch (global 4-component vector of uint) 0:30 'g_tTexbu4' (uniform usamplerBuffer) -0:30 'c1' (uniform int) +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}) @@ -60,16 +69,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexbf4' (uniform samplerBuffer) 0:? 'g_tTexbi4' (uniform isamplerBuffer) 0:? 'g_tTexbu4' (uniform usamplerBuffer) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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: @@ -78,7 +80,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -86,19 +88,28 @@ gl_FragCoord origin is upper left 0:28 'r00' (temp 4-component vector of float) 0:28 textureFetch (global 4-component vector of float) 0:28 'g_tTexbf4' (uniform samplerBuffer) -0:28 'c1' (uniform int) +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 4-component vector of int) 0:29 'r01' (temp 4-component vector of int) 0:29 textureFetch (global 4-component vector of int) 0:29 'g_tTexbi4' (uniform isamplerBuffer) -0:29 'c1' (uniform int) +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 4-component vector of uint) 0:30 'r02' (temp 4-component vector of uint) 0:30 textureFetch (global 4-component vector of uint) 0:30 'g_tTexbu4' (uniform usamplerBuffer) -0:30 'c1' (uniform int) +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}) @@ -136,56 +147,61 @@ gl_FragCoord origin is upper left 0:? 'g_tTexbf4' (uniform samplerBuffer) 0:? 'g_tTexbi4' (uniform isamplerBuffer) 0:? 'g_tTexbu4' (uniform usamplerBuffer) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 76 +// Id's are bound by 71 Capability Shader Capability SampledBuffer 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 55 59 + EntryPoint Fragment 4 "main" 62 66 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "r00" Name 13 "g_tTexbf4" - Name 17 "c1" - Name 23 "r01" - Name 27 "g_tTexbi4" - Name 35 "r02" - Name 39 "g_tTexbu4" - Name 44 "PS_OUTPUT" - MemberName 44(PS_OUTPUT) 0 "Color" - MemberName 44(PS_OUTPUT) 1 "Depth" - Name 46 "psout" - Name 55 "Color" - Name 59 "Depth" - Name 63 "g_tTexbf4_test" - Name 66 "c2" - Name 69 "c3" - Name 71 "c4" - Name 72 "o1" - Name 73 "o2" - Name 74 "o3" - Name 75 "o4" + Name 19 "$Global" + MemberName 19($Global) 0 "c1" + MemberName 19($Global) 1 "c2" + MemberName 19($Global) 2 "c3" + MemberName 19($Global) 3 "c4" + MemberName 19($Global) 4 "o1" + MemberName 19($Global) 5 "o2" + MemberName 19($Global) 6 "o3" + MemberName 19($Global) 7 "o4" + Name 21 "" + Name 29 "r01" + Name 33 "g_tTexbi4" + Name 42 "r02" + Name 46 "g_tTexbu4" + Name 52 "PS_OUTPUT" + MemberName 52(PS_OUTPUT) 0 "Color" + MemberName 52(PS_OUTPUT) 1 "Depth" + Name 54 "psout" + Name 62 "Color" + Name 66 "Depth" + Name 70 "g_tTexbf4_test" Decorate 13(g_tTexbf4) DescriptorSet 0 - Decorate 27(g_tTexbi4) DescriptorSet 0 - Decorate 39(g_tTexbu4) DescriptorSet 0 - Decorate 55(Color) Location 0 - Decorate 59(Depth) BuiltIn FragDepth - Decorate 63(g_tTexbf4_test) DescriptorSet 0 - Decorate 63(g_tTexbf4_test) Binding 0 + MemberDecorate 19($Global) 0 Offset 0 + MemberDecorate 19($Global) 1 Offset 8 + MemberDecorate 19($Global) 2 Offset 16 + MemberDecorate 19($Global) 3 Offset 32 + MemberDecorate 19($Global) 4 Offset 48 + MemberDecorate 19($Global) 5 Offset 56 + MemberDecorate 19($Global) 6 Offset 64 + MemberDecorate 19($Global) 7 Offset 80 + Decorate 19($Global) Block + Decorate 21 DescriptorSet 0 + Decorate 33(g_tTexbi4) DescriptorSet 0 + Decorate 46(g_tTexbu4) DescriptorSet 0 + Decorate 62(Color) Location 0 + Decorate 66(Depth) BuiltIn FragDepth + Decorate 70(g_tTexbf4_test) DescriptorSet 0 + Decorate 70(g_tTexbf4_test) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -196,75 +212,70 @@ gl_FragCoord origin is upper left 12: TypePointer UniformConstant 11 13(g_tTexbf4): 12(ptr) Variable UniformConstant 15: TypeInt 32 1 - 16: TypePointer UniformConstant 15(int) - 17(c1): 16(ptr) Variable UniformConstant - 21: TypeVector 15(int) 4 - 22: TypePointer Function 21(ivec4) - 24: TypeImage 15(int) Buffer sampled format:Unknown - 25: TypeSampledImage 24 - 26: TypePointer UniformConstant 25 - 27(g_tTexbi4): 26(ptr) Variable UniformConstant - 32: TypeInt 32 0 - 33: TypeVector 32(int) 4 - 34: TypePointer Function 33(ivec4) - 36: TypeImage 32(int) Buffer sampled format:Unknown - 37: TypeSampledImage 36 - 38: TypePointer UniformConstant 37 - 39(g_tTexbu4): 38(ptr) Variable UniformConstant - 44(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) - 45: TypePointer Function 44(PS_OUTPUT) - 47: 15(int) Constant 0 - 48: 6(float) Constant 1065353216 - 49: 7(fvec4) ConstantComposite 48 48 48 48 - 51: 15(int) Constant 1 - 52: TypePointer Function 6(float) - 54: TypePointer Output 7(fvec4) - 55(Color): 54(ptr) Variable Output - 58: TypePointer Output 6(float) - 59(Depth): 58(ptr) Variable Output -63(g_tTexbf4_test): 12(ptr) Variable UniformConstant - 64: TypeVector 15(int) 2 - 65: TypePointer UniformConstant 64(ivec2) - 66(c2): 65(ptr) Variable UniformConstant - 67: TypeVector 15(int) 3 - 68: TypePointer UniformConstant 67(ivec3) - 69(c3): 68(ptr) Variable UniformConstant - 70: TypePointer UniformConstant 21(ivec4) - 71(c4): 70(ptr) Variable UniformConstant - 72(o1): 16(ptr) Variable UniformConstant - 73(o2): 65(ptr) Variable UniformConstant - 74(o3): 68(ptr) Variable UniformConstant - 75(o4): 70(ptr) Variable UniformConstant + 16: TypeVector 15(int) 2 + 17: TypeVector 15(int) 3 + 18: TypeVector 15(int) 4 + 19($Global): TypeStruct 15(int) 16(ivec2) 17(ivec3) 18(ivec4) 15(int) 16(ivec2) 17(ivec3) 18(ivec4) + 20: TypePointer Uniform 19($Global) + 21: 20(ptr) Variable Uniform + 22: 15(int) Constant 0 + 23: TypePointer Uniform 15(int) + 28: TypePointer Function 18(ivec4) + 30: TypeImage 15(int) Buffer sampled format:Unknown + 31: TypeSampledImage 30 + 32: TypePointer UniformConstant 31 + 33(g_tTexbi4): 32(ptr) Variable UniformConstant + 39: TypeInt 32 0 + 40: TypeVector 39(int) 4 + 41: TypePointer Function 40(ivec4) + 43: TypeImage 39(int) Buffer sampled format:Unknown + 44: TypeSampledImage 43 + 45: TypePointer UniformConstant 44 + 46(g_tTexbu4): 45(ptr) Variable UniformConstant + 52(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) + 53: TypePointer Function 52(PS_OUTPUT) + 55: 6(float) Constant 1065353216 + 56: 7(fvec4) ConstantComposite 55 55 55 55 + 58: 15(int) Constant 1 + 59: TypePointer Function 6(float) + 61: TypePointer Output 7(fvec4) + 62(Color): 61(ptr) Variable Output + 65: TypePointer Output 6(float) + 66(Depth): 65(ptr) Variable Output +70(g_tTexbf4_test): 12(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 9(r00): 8(ptr) Variable Function - 23(r01): 22(ptr) Variable Function - 35(r02): 34(ptr) Variable Function - 46(psout): 45(ptr) Variable Function + 29(r01): 28(ptr) Variable Function + 42(r02): 41(ptr) Variable Function + 54(psout): 53(ptr) Variable Function 14: 11 Load 13(g_tTexbf4) - 18: 15(int) Load 17(c1) - 19: 10 Image 14 - 20: 7(fvec4) ImageFetch 19 18 - Store 9(r00) 20 - 28: 25 Load 27(g_tTexbi4) - 29: 15(int) Load 17(c1) - 30: 24 Image 28 - 31: 21(ivec4) ImageFetch 30 29 - Store 23(r01) 31 - 40: 37 Load 39(g_tTexbu4) - 41: 15(int) Load 17(c1) - 42: 36 Image 40 - 43: 33(ivec4) ImageFetch 42 41 - Store 35(r02) 43 - 50: 8(ptr) AccessChain 46(psout) 47 - Store 50 49 - 53: 52(ptr) AccessChain 46(psout) 51 - Store 53 48 - 56: 8(ptr) AccessChain 46(psout) 47 - 57: 7(fvec4) Load 56 - Store 55(Color) 57 - 60: 52(ptr) AccessChain 46(psout) 51 - 61: 6(float) Load 60 - Store 59(Depth) 61 + 24: 23(ptr) AccessChain 21 22 + 25: 15(int) Load 24 + 26: 10 Image 14 + 27: 7(fvec4) ImageFetch 26 25 + Store 9(r00) 27 + 34: 31 Load 33(g_tTexbi4) + 35: 23(ptr) AccessChain 21 22 + 36: 15(int) Load 35 + 37: 30 Image 34 + 38: 18(ivec4) ImageFetch 37 36 + Store 29(r01) 38 + 47: 44 Load 46(g_tTexbu4) + 48: 23(ptr) AccessChain 21 22 + 49: 15(int) Load 48 + 50: 43 Image 47 + 51: 40(ivec4) ImageFetch 50 49 + Store 42(r02) 51 + 57: 8(ptr) AccessChain 54(psout) 22 + Store 57 56 + 60: 59(ptr) AccessChain 54(psout) 58 + Store 60 55 + 63: 8(ptr) AccessChain 54(psout) 22 + 64: 7(fvec4) Load 63 + Store 62(Color) 64 + 67: 59(ptr) AccessChain 54(psout) 58 + 68: 6(float) Load 67 + Store 66(Depth) 68 Return FunctionEnd diff --git a/Test/baseResults/hlsl.load.offset.dx10.frag.out b/Test/baseResults/hlsl.load.offset.dx10.frag.out index 2110e6f4e..8d7112963 100644 --- a/Test/baseResults/hlsl.load.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offset.dx10.frag.out @@ -2,91 +2,148 @@ hlsl.load.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) 0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:52 vector swizzle (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) -0:52 'o1' (uniform int) +0:52 o1: direct index for structure (layout(offset=48 ) uniform int) +0:52 '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}) +0:52 Constant: +0:52 4 (const uint) 0:53 textureFetchOffset (global 4-component vector of int) 0:53 'g_tTex1di4' (uniform itexture1D) 0:53 vector swizzle (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) -0:53 'o1' (uniform int) +0:53 o1: direct index for structure (layout(offset=48 ) uniform int) +0:53 '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}) +0:53 Constant: +0:53 4 (const uint) 0:54 textureFetchOffset (global 4-component vector of uint) 0:54 'g_tTex1du4' (uniform utexture1D) 0:54 vector swizzle (temp int) -0:54 'c2' (uniform 2-component vector of int) +0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index (temp int) -0:54 'c2' (uniform 2-component vector of int) +0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 1 (const uint) 0:54 Constant: 0:54 1 (const int) -0:54 'o1' (uniform int) +0:54 o1: direct index for structure (layout(offset=48 ) uniform int) +0:54 '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}) +0:54 Constant: +0:54 4 (const uint) 0:57 textureFetchOffset (global 4-component vector of float) 0:57 'g_tTex2df4' (uniform texture2D) 0:57 vector swizzle (temp 2-component vector of int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index (temp int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) -0:57 'o2' (uniform 2-component vector of int) +0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 5 (const uint) 0:58 textureFetchOffset (global 4-component vector of int) 0:58 'g_tTex2di4' (uniform itexture2D) 0:58 vector swizzle (temp 2-component vector of int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index (temp int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) -0:58 'o2' (uniform 2-component vector of int) +0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 5 (const uint) 0:59 textureFetchOffset (global 4-component vector of uint) 0:59 'g_tTex2du4' (uniform utexture2D) 0:59 vector swizzle (temp 2-component vector of int) -0:59 'c3' (uniform 3-component vector of int) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index (temp int) -0:59 'c3' (uniform 3-component vector of int) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) -0:59 'o2' (uniform 2-component vector of int) +0:59 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 5 (const uint) 0:62 textureFetchOffset (global 4-component vector of float) 0:62 'g_tTex3df4' (uniform texture3D) 0:62 vector swizzle (temp 3-component vector of int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) @@ -95,14 +152,23 @@ gl_FragCoord origin is upper left 0:62 Constant: 0:62 2 (const int) 0:62 direct index (temp int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) -0:62 'o3' (uniform 3-component vector of int) +0:62 o3: direct index for structure (layout(offset=64 ) uniform 3-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 6 (const uint) 0:63 textureFetchOffset (global 4-component vector of int) 0:63 'g_tTex3di4' (uniform itexture3D) 0:63 vector swizzle (temp 3-component vector of int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) @@ -111,14 +177,23 @@ gl_FragCoord origin is upper left 0:63 Constant: 0:63 2 (const int) 0:63 direct index (temp int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) -0:63 'o3' (uniform 3-component vector of int) +0:63 o3: direct index for structure (layout(offset=64 ) uniform 3-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 6 (const uint) 0:64 textureFetchOffset (global 4-component vector of uint) 0:64 'g_tTex3du4' (uniform utexture3D) 0:64 vector swizzle (temp 3-component vector of int) -0:64 'c4' (uniform 4-component vector of int) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) @@ -127,10 +202,16 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 2 (const int) 0:64 direct index (temp int) -0:64 'c4' (uniform 4-component vector of int) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) -0:64 'o3' (uniform 3-component vector of int) +0:64 o3: direct index for structure (layout(offset=64 ) uniform 3-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 6 (const uint) 0:72 move second child to first child (temp 4-component vector of float) 0:72 Color: direct index for structure (temp 4-component vector of float) 0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) @@ -186,16 +267,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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: @@ -204,91 +278,148 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) 0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:52 vector swizzle (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index (temp int) -0:52 'c2' (uniform 2-component vector of int) +0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) -0:52 'o1' (uniform int) +0:52 o1: direct index for structure (layout(offset=48 ) uniform int) +0:52 '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}) +0:52 Constant: +0:52 4 (const uint) 0:53 textureFetchOffset (global 4-component vector of int) 0:53 'g_tTex1di4' (uniform itexture1D) 0:53 vector swizzle (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index (temp int) -0:53 'c2' (uniform 2-component vector of int) +0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) -0:53 'o1' (uniform int) +0:53 o1: direct index for structure (layout(offset=48 ) uniform int) +0:53 '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}) +0:53 Constant: +0:53 4 (const uint) 0:54 textureFetchOffset (global 4-component vector of uint) 0:54 'g_tTex1du4' (uniform utexture1D) 0:54 vector swizzle (temp int) -0:54 'c2' (uniform 2-component vector of int) +0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index (temp int) -0:54 'c2' (uniform 2-component vector of int) +0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 1 (const uint) 0:54 Constant: 0:54 1 (const int) -0:54 'o1' (uniform int) +0:54 o1: direct index for structure (layout(offset=48 ) uniform int) +0:54 '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}) +0:54 Constant: +0:54 4 (const uint) 0:57 textureFetchOffset (global 4-component vector of float) 0:57 'g_tTex2df4' (uniform texture2D) 0:57 vector swizzle (temp 2-component vector of int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index (temp int) -0:57 'c3' (uniform 3-component vector of int) +0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) -0:57 'o2' (uniform 2-component vector of int) +0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 5 (const uint) 0:58 textureFetchOffset (global 4-component vector of int) 0:58 'g_tTex2di4' (uniform itexture2D) 0:58 vector swizzle (temp 2-component vector of int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index (temp int) -0:58 'c3' (uniform 3-component vector of int) +0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) -0:58 'o2' (uniform 2-component vector of int) +0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 5 (const uint) 0:59 textureFetchOffset (global 4-component vector of uint) 0:59 'g_tTex2du4' (uniform utexture2D) 0:59 vector swizzle (temp 2-component vector of int) -0:59 'c3' (uniform 3-component vector of int) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index (temp int) -0:59 'c3' (uniform 3-component vector of int) +0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) -0:59 'o2' (uniform 2-component vector of int) +0:59 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 5 (const uint) 0:62 textureFetchOffset (global 4-component vector of float) 0:62 'g_tTex3df4' (uniform texture3D) 0:62 vector swizzle (temp 3-component vector of int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) @@ -297,14 +428,23 @@ gl_FragCoord origin is upper left 0:62 Constant: 0:62 2 (const int) 0:62 direct index (temp int) -0:62 'c4' (uniform 4-component vector of int) +0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) -0:62 'o3' (uniform 3-component vector of int) +0:62 o3: direct index for structure (layout(offset=64 ) uniform 3-component vector of int) +0:62 '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}) +0:62 Constant: +0:62 6 (const uint) 0:63 textureFetchOffset (global 4-component vector of int) 0:63 'g_tTex3di4' (uniform itexture3D) 0:63 vector swizzle (temp 3-component vector of int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) @@ -313,14 +453,23 @@ gl_FragCoord origin is upper left 0:63 Constant: 0:63 2 (const int) 0:63 direct index (temp int) -0:63 'c4' (uniform 4-component vector of int) +0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) -0:63 'o3' (uniform 3-component vector of int) +0:63 o3: direct index for structure (layout(offset=64 ) uniform 3-component vector of int) +0:63 '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}) +0:63 Constant: +0:63 6 (const uint) 0:64 textureFetchOffset (global 4-component vector of uint) 0:64 'g_tTex3du4' (uniform utexture3D) 0:64 vector swizzle (temp 3-component vector of int) -0:64 'c4' (uniform 4-component vector of int) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) @@ -329,10 +478,16 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 2 (const int) 0:64 direct index (temp int) -0:64 'c4' (uniform 4-component vector of int) +0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) -0:64 'o3' (uniform 3-component vector of int) +0:64 o3: direct index for structure (layout(offset=64 ) uniform 3-component vector of int) +0:64 '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}) +0:64 Constant: +0:64 6 (const uint) 0:72 move second child to first child (temp 4-component vector of float) 0:72 Color: direct index for structure (temp 4-component vector of float) 0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) @@ -388,20 +543,13 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 179 +// Id's are bound by 194 Capability Shader Capability ImageGatherExtended @@ -409,71 +557,83 @@ gl_FragCoord origin is upper left Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 130 134 + EntryPoint Fragment 4 "main" 147 151 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "g_tTex1df4" - Name 14 "c2" - Name 23 "o1" - Name 29 "g_tTex1di4" - Name 40 "g_tTex1du4" - Name 51 "g_tTex2df4" - Name 55 "c3" - Name 61 "o2" - Name 66 "g_tTex2di4" - Name 76 "g_tTex2du4" - Name 86 "g_tTex3df4" - Name 89 "c4" - Name 95 "o3" - Name 100 "g_tTex3di4" - Name 110 "g_tTex3du4" - Name 118 "PS_OUTPUT" - MemberName 118(PS_OUTPUT) 0 "Color" - MemberName 118(PS_OUTPUT) 1 "Depth" - Name 120 "psout" - Name 130 "Color" - Name 134 "Depth" - Name 140 "g_sSamp" - Name 143 "g_tTexcdf4" - Name 146 "g_tTexcdi4" - Name 149 "g_tTexcdu4" - Name 152 "g_tTex1df4a" - Name 155 "g_tTex1di4a" - Name 158 "g_tTex1du4a" - Name 161 "g_tTex2df4a" - Name 164 "g_tTex2di4a" - Name 167 "g_tTex2du4a" - Name 170 "g_tTexcdf4a" - Name 173 "g_tTexcdi4a" - Name 176 "g_tTexcdu4a" - Name 177 "c1" - Name 178 "o4" + Name 15 "$Global" + MemberName 15($Global) 0 "c1" + MemberName 15($Global) 1 "c2" + MemberName 15($Global) 2 "c3" + MemberName 15($Global) 3 "c4" + MemberName 15($Global) 4 "o1" + MemberName 15($Global) 5 "o2" + MemberName 15($Global) 6 "o3" + MemberName 15($Global) 7 "o4" + Name 17 "" + Name 34 "g_tTex1di4" + Name 45 "g_tTex1du4" + Name 57 "g_tTex2df4" + Name 74 "g_tTex2di4" + Name 86 "g_tTex2du4" + Name 98 "g_tTex3df4" + Name 114 "g_tTex3di4" + Name 126 "g_tTex3du4" + Name 136 "PS_OUTPUT" + MemberName 136(PS_OUTPUT) 0 "Color" + MemberName 136(PS_OUTPUT) 1 "Depth" + Name 138 "psout" + Name 147 "Color" + Name 151 "Depth" + Name 157 "g_sSamp" + Name 160 "g_tTexcdf4" + Name 163 "g_tTexcdi4" + Name 166 "g_tTexcdu4" + Name 169 "g_tTex1df4a" + Name 172 "g_tTex1di4a" + Name 175 "g_tTex1du4a" + Name 178 "g_tTex2df4a" + Name 181 "g_tTex2di4a" + Name 184 "g_tTex2du4a" + Name 187 "g_tTexcdf4a" + Name 190 "g_tTexcdi4a" + Name 193 "g_tTexcdu4a" Decorate 9(g_tTex1df4) DescriptorSet 0 Decorate 9(g_tTex1df4) Binding 0 - Decorate 29(g_tTex1di4) DescriptorSet 0 - Decorate 40(g_tTex1du4) DescriptorSet 0 - Decorate 51(g_tTex2df4) DescriptorSet 0 - Decorate 66(g_tTex2di4) DescriptorSet 0 - Decorate 76(g_tTex2du4) DescriptorSet 0 - Decorate 86(g_tTex3df4) DescriptorSet 0 - Decorate 100(g_tTex3di4) DescriptorSet 0 - Decorate 110(g_tTex3du4) DescriptorSet 0 - Decorate 130(Color) Location 0 - Decorate 134(Depth) BuiltIn FragDepth - Decorate 140(g_sSamp) DescriptorSet 0 - Decorate 140(g_sSamp) Binding 0 - Decorate 143(g_tTexcdf4) DescriptorSet 0 - Decorate 146(g_tTexcdi4) DescriptorSet 0 - Decorate 149(g_tTexcdu4) DescriptorSet 0 - Decorate 152(g_tTex1df4a) DescriptorSet 0 - Decorate 155(g_tTex1di4a) DescriptorSet 0 - Decorate 158(g_tTex1du4a) DescriptorSet 0 - Decorate 161(g_tTex2df4a) DescriptorSet 0 - Decorate 164(g_tTex2di4a) DescriptorSet 0 - Decorate 167(g_tTex2du4a) DescriptorSet 0 - Decorate 170(g_tTexcdf4a) DescriptorSet 0 - Decorate 173(g_tTexcdi4a) DescriptorSet 0 - Decorate 176(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 15($Global) 0 Offset 0 + MemberDecorate 15($Global) 1 Offset 8 + MemberDecorate 15($Global) 2 Offset 16 + MemberDecorate 15($Global) 3 Offset 32 + MemberDecorate 15($Global) 4 Offset 48 + MemberDecorate 15($Global) 5 Offset 56 + MemberDecorate 15($Global) 6 Offset 64 + MemberDecorate 15($Global) 7 Offset 80 + Decorate 15($Global) Block + Decorate 17 DescriptorSet 0 + Decorate 34(g_tTex1di4) DescriptorSet 0 + Decorate 45(g_tTex1du4) DescriptorSet 0 + Decorate 57(g_tTex2df4) DescriptorSet 0 + Decorate 74(g_tTex2di4) DescriptorSet 0 + Decorate 86(g_tTex2du4) DescriptorSet 0 + Decorate 98(g_tTex3df4) DescriptorSet 0 + Decorate 114(g_tTex3di4) DescriptorSet 0 + Decorate 126(g_tTex3du4) DescriptorSet 0 + Decorate 147(Color) Location 0 + Decorate 151(Depth) BuiltIn FragDepth + Decorate 157(g_sSamp) DescriptorSet 0 + Decorate 157(g_sSamp) Binding 0 + Decorate 160(g_tTexcdf4) DescriptorSet 0 + Decorate 163(g_tTexcdi4) DescriptorSet 0 + Decorate 166(g_tTexcdu4) DescriptorSet 0 + Decorate 169(g_tTex1df4a) DescriptorSet 0 + Decorate 172(g_tTex1di4a) DescriptorSet 0 + Decorate 175(g_tTex1du4a) DescriptorSet 0 + Decorate 178(g_tTex2df4a) DescriptorSet 0 + Decorate 181(g_tTex2di4a) DescriptorSet 0 + Decorate 184(g_tTex2du4a) DescriptorSet 0 + Decorate 187(g_tTexcdf4a) DescriptorSet 0 + Decorate 190(g_tTexcdi4a) DescriptorSet 0 + Decorate 193(g_tTexcdu4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -482,177 +642,192 @@ gl_FragCoord origin is upper left 9(g_tTex1df4): 8(ptr) Variable UniformConstant 11: TypeInt 32 1 12: TypeVector 11(int) 2 - 13: TypePointer UniformConstant 12(ivec2) - 14(c2): 13(ptr) Variable UniformConstant - 15: TypeInt 32 0 - 16: 15(int) Constant 0 - 17: TypePointer UniformConstant 11(int) - 20: 15(int) Constant 1 - 23(o1): 17(ptr) Variable UniformConstant - 25: TypeVector 6(float) 4 - 27: TypeImage 11(int) 1D sampled format:Unknown - 28: TypePointer UniformConstant 27 - 29(g_tTex1di4): 28(ptr) Variable UniformConstant - 36: TypeVector 11(int) 4 - 38: TypeImage 15(int) 1D sampled format:Unknown - 39: TypePointer UniformConstant 38 - 40(g_tTex1du4): 39(ptr) Variable UniformConstant - 47: TypeVector 15(int) 4 - 49: TypeImage 6(float) 2D sampled format:Unknown - 50: TypePointer UniformConstant 49 - 51(g_tTex2df4): 50(ptr) Variable UniformConstant - 53: TypeVector 11(int) 3 - 54: TypePointer UniformConstant 53(ivec3) - 55(c3): 54(ptr) Variable UniformConstant - 58: 15(int) Constant 2 - 61(o2): 13(ptr) Variable UniformConstant - 64: TypeImage 11(int) 2D sampled format:Unknown - 65: TypePointer UniformConstant 64 - 66(g_tTex2di4): 65(ptr) Variable UniformConstant - 74: TypeImage 15(int) 2D sampled format:Unknown - 75: TypePointer UniformConstant 74 - 76(g_tTex2du4): 75(ptr) Variable UniformConstant - 84: TypeImage 6(float) 3D sampled format:Unknown + 13: TypeVector 11(int) 3 + 14: TypeVector 11(int) 4 + 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) + 16: TypePointer Uniform 15($Global) + 17: 16(ptr) Variable Uniform + 18: 11(int) Constant 1 + 19: TypeInt 32 0 + 20: 19(int) Constant 0 + 21: TypePointer Uniform 11(int) + 24: 19(int) Constant 1 + 27: 11(int) Constant 4 + 30: TypeVector 6(float) 4 + 32: TypeImage 11(int) 1D sampled format:Unknown + 33: TypePointer UniformConstant 32 + 34(g_tTex1di4): 33(ptr) Variable UniformConstant + 43: TypeImage 19(int) 1D sampled format:Unknown + 44: TypePointer UniformConstant 43 + 45(g_tTex1du4): 44(ptr) Variable UniformConstant + 53: TypeVector 19(int) 4 + 55: TypeImage 6(float) 2D sampled format:Unknown + 56: TypePointer UniformConstant 55 + 57(g_tTex2df4): 56(ptr) Variable UniformConstant + 59: 11(int) Constant 2 + 60: TypePointer Uniform 13(ivec3) + 64: 19(int) Constant 2 + 67: 11(int) Constant 5 + 68: TypePointer Uniform 12(ivec2) + 72: TypeImage 11(int) 2D sampled format:Unknown + 73: TypePointer UniformConstant 72 + 74(g_tTex2di4): 73(ptr) Variable UniformConstant + 84: TypeImage 19(int) 2D sampled format:Unknown 85: TypePointer UniformConstant 84 - 86(g_tTex3df4): 85(ptr) Variable UniformConstant - 88: TypePointer UniformConstant 36(ivec4) - 89(c4): 88(ptr) Variable UniformConstant - 92: 15(int) Constant 3 - 95(o3): 54(ptr) Variable UniformConstant - 98: TypeImage 11(int) 3D sampled format:Unknown - 99: TypePointer UniformConstant 98 - 100(g_tTex3di4): 99(ptr) Variable UniformConstant - 108: TypeImage 15(int) 3D sampled format:Unknown - 109: TypePointer UniformConstant 108 - 110(g_tTex3du4): 109(ptr) Variable UniformConstant - 118(PS_OUTPUT): TypeStruct 25(fvec4) 6(float) - 119: TypePointer Function 118(PS_OUTPUT) - 121: 11(int) Constant 0 - 122: 6(float) Constant 1065353216 - 123: 25(fvec4) ConstantComposite 122 122 122 122 - 124: TypePointer Function 25(fvec4) - 126: 11(int) Constant 1 - 127: TypePointer Function 6(float) - 129: TypePointer Output 25(fvec4) - 130(Color): 129(ptr) Variable Output - 133: TypePointer Output 6(float) - 134(Depth): 133(ptr) Variable Output - 138: TypeSampler - 139: TypePointer UniformConstant 138 - 140(g_sSamp): 139(ptr) Variable UniformConstant - 141: TypeImage 6(float) Cube sampled format:Unknown - 142: TypePointer UniformConstant 141 - 143(g_tTexcdf4): 142(ptr) Variable UniformConstant - 144: TypeImage 11(int) Cube sampled format:Unknown - 145: TypePointer UniformConstant 144 - 146(g_tTexcdi4): 145(ptr) Variable UniformConstant - 147: TypeImage 15(int) Cube sampled format:Unknown - 148: TypePointer UniformConstant 147 - 149(g_tTexcdu4): 148(ptr) Variable UniformConstant - 150: TypeImage 6(float) 1D array sampled format:Unknown - 151: TypePointer UniformConstant 150 -152(g_tTex1df4a): 151(ptr) Variable UniformConstant - 153: TypeImage 11(int) 1D array sampled format:Unknown - 154: TypePointer UniformConstant 153 -155(g_tTex1di4a): 154(ptr) Variable UniformConstant - 156: TypeImage 15(int) 1D array sampled format:Unknown - 157: TypePointer UniformConstant 156 -158(g_tTex1du4a): 157(ptr) Variable UniformConstant - 159: TypeImage 6(float) 2D array sampled format:Unknown - 160: TypePointer UniformConstant 159 -161(g_tTex2df4a): 160(ptr) Variable UniformConstant - 162: TypeImage 11(int) 2D array sampled format:Unknown - 163: TypePointer UniformConstant 162 -164(g_tTex2di4a): 163(ptr) Variable UniformConstant - 165: TypeImage 15(int) 2D array sampled format:Unknown - 166: TypePointer UniformConstant 165 -167(g_tTex2du4a): 166(ptr) Variable UniformConstant - 168: TypeImage 6(float) Cube array sampled format:Unknown - 169: TypePointer UniformConstant 168 -170(g_tTexcdf4a): 169(ptr) Variable UniformConstant - 171: TypeImage 11(int) Cube array sampled format:Unknown - 172: TypePointer UniformConstant 171 -173(g_tTexcdi4a): 172(ptr) Variable UniformConstant - 174: TypeImage 15(int) Cube array sampled format:Unknown - 175: TypePointer UniformConstant 174 -176(g_tTexcdu4a): 175(ptr) Variable UniformConstant - 177(c1): 17(ptr) Variable UniformConstant - 178(o4): 88(ptr) Variable UniformConstant + 86(g_tTex2du4): 85(ptr) Variable UniformConstant + 96: TypeImage 6(float) 3D sampled format:Unknown + 97: TypePointer UniformConstant 96 + 98(g_tTex3df4): 97(ptr) Variable UniformConstant + 100: 11(int) Constant 3 + 101: TypePointer Uniform 14(ivec4) + 105: 19(int) Constant 3 + 108: 11(int) Constant 6 + 112: TypeImage 11(int) 3D sampled format:Unknown + 113: TypePointer UniformConstant 112 + 114(g_tTex3di4): 113(ptr) Variable UniformConstant + 124: TypeImage 19(int) 3D sampled format:Unknown + 125: TypePointer UniformConstant 124 + 126(g_tTex3du4): 125(ptr) Variable UniformConstant + 136(PS_OUTPUT): TypeStruct 30(fvec4) 6(float) + 137: TypePointer Function 136(PS_OUTPUT) + 139: 11(int) Constant 0 + 140: 6(float) Constant 1065353216 + 141: 30(fvec4) ConstantComposite 140 140 140 140 + 142: TypePointer Function 30(fvec4) + 144: TypePointer Function 6(float) + 146: TypePointer Output 30(fvec4) + 147(Color): 146(ptr) Variable Output + 150: TypePointer Output 6(float) + 151(Depth): 150(ptr) Variable Output + 155: TypeSampler + 156: TypePointer UniformConstant 155 + 157(g_sSamp): 156(ptr) Variable UniformConstant + 158: TypeImage 6(float) Cube sampled format:Unknown + 159: TypePointer UniformConstant 158 + 160(g_tTexcdf4): 159(ptr) Variable UniformConstant + 161: TypeImage 11(int) Cube sampled format:Unknown + 162: TypePointer UniformConstant 161 + 163(g_tTexcdi4): 162(ptr) Variable UniformConstant + 164: TypeImage 19(int) Cube sampled format:Unknown + 165: TypePointer UniformConstant 164 + 166(g_tTexcdu4): 165(ptr) Variable UniformConstant + 167: TypeImage 6(float) 1D array sampled format:Unknown + 168: TypePointer UniformConstant 167 +169(g_tTex1df4a): 168(ptr) Variable UniformConstant + 170: TypeImage 11(int) 1D array sampled format:Unknown + 171: TypePointer UniformConstant 170 +172(g_tTex1di4a): 171(ptr) Variable UniformConstant + 173: TypeImage 19(int) 1D array sampled format:Unknown + 174: TypePointer UniformConstant 173 +175(g_tTex1du4a): 174(ptr) Variable UniformConstant + 176: TypeImage 6(float) 2D array sampled format:Unknown + 177: TypePointer UniformConstant 176 +178(g_tTex2df4a): 177(ptr) Variable UniformConstant + 179: TypeImage 11(int) 2D array sampled format:Unknown + 180: TypePointer UniformConstant 179 +181(g_tTex2di4a): 180(ptr) Variable UniformConstant + 182: TypeImage 19(int) 2D array sampled format:Unknown + 183: TypePointer UniformConstant 182 +184(g_tTex2du4a): 183(ptr) Variable UniformConstant + 185: TypeImage 6(float) Cube array sampled format:Unknown + 186: TypePointer UniformConstant 185 +187(g_tTexcdf4a): 186(ptr) Variable UniformConstant + 188: TypeImage 11(int) Cube array sampled format:Unknown + 189: TypePointer UniformConstant 188 +190(g_tTexcdi4a): 189(ptr) Variable UniformConstant + 191: TypeImage 19(int) Cube array sampled format:Unknown + 192: TypePointer UniformConstant 191 +193(g_tTexcdu4a): 192(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label - 120(psout): 119(ptr) Variable Function + 138(psout): 137(ptr) Variable Function 10: 7 Load 9(g_tTex1df4) - 18: 17(ptr) AccessChain 14(c2) 16 - 19: 11(int) Load 18 - 21: 17(ptr) AccessChain 14(c2) 20 - 22: 11(int) Load 21 - 24: 11(int) Load 23(o1) - 26: 25(fvec4) ImageFetch 10 19 Lod Offset 22 24 - 30: 27 Load 29(g_tTex1di4) - 31: 17(ptr) AccessChain 14(c2) 16 - 32: 11(int) Load 31 - 33: 17(ptr) AccessChain 14(c2) 20 - 34: 11(int) Load 33 - 35: 11(int) Load 23(o1) - 37: 36(ivec4) ImageFetch 30 32 Lod Offset 34 35 - 41: 38 Load 40(g_tTex1du4) - 42: 17(ptr) AccessChain 14(c2) 16 - 43: 11(int) Load 42 - 44: 17(ptr) AccessChain 14(c2) 20 - 45: 11(int) Load 44 - 46: 11(int) Load 23(o1) - 48: 47(ivec4) ImageFetch 41 43 Lod Offset 45 46 - 52: 49 Load 51(g_tTex2df4) - 56: 53(ivec3) Load 55(c3) - 57: 12(ivec2) VectorShuffle 56 56 0 1 - 59: 17(ptr) AccessChain 55(c3) 58 - 60: 11(int) Load 59 - 62: 12(ivec2) Load 61(o2) - 63: 25(fvec4) ImageFetch 52 57 Lod Offset 60 62 - 67: 64 Load 66(g_tTex2di4) - 68: 53(ivec3) Load 55(c3) - 69: 12(ivec2) VectorShuffle 68 68 0 1 - 70: 17(ptr) AccessChain 55(c3) 58 - 71: 11(int) Load 70 - 72: 12(ivec2) Load 61(o2) - 73: 36(ivec4) ImageFetch 67 69 Lod Offset 71 72 - 77: 74 Load 76(g_tTex2du4) - 78: 53(ivec3) Load 55(c3) - 79: 12(ivec2) VectorShuffle 78 78 0 1 - 80: 17(ptr) AccessChain 55(c3) 58 - 81: 11(int) Load 80 - 82: 12(ivec2) Load 61(o2) - 83: 47(ivec4) ImageFetch 77 79 Lod Offset 81 82 - 87: 84 Load 86(g_tTex3df4) - 90: 36(ivec4) Load 89(c4) - 91: 53(ivec3) VectorShuffle 90 90 0 1 2 - 93: 17(ptr) AccessChain 89(c4) 92 - 94: 11(int) Load 93 - 96: 53(ivec3) Load 95(o3) - 97: 25(fvec4) ImageFetch 87 91 Lod Offset 94 96 - 101: 98 Load 100(g_tTex3di4) - 102: 36(ivec4) Load 89(c4) - 103: 53(ivec3) VectorShuffle 102 102 0 1 2 - 104: 17(ptr) AccessChain 89(c4) 92 - 105: 11(int) Load 104 - 106: 53(ivec3) Load 95(o3) - 107: 36(ivec4) ImageFetch 101 103 Lod Offset 105 106 - 111: 108 Load 110(g_tTex3du4) - 112: 36(ivec4) Load 89(c4) - 113: 53(ivec3) VectorShuffle 112 112 0 1 2 - 114: 17(ptr) AccessChain 89(c4) 92 - 115: 11(int) Load 114 - 116: 53(ivec3) Load 95(o3) - 117: 47(ivec4) ImageFetch 111 113 Lod Offset 115 116 - 125: 124(ptr) AccessChain 120(psout) 121 - Store 125 123 - 128: 127(ptr) AccessChain 120(psout) 126 - Store 128 122 - 131: 124(ptr) AccessChain 120(psout) 121 - 132: 25(fvec4) Load 131 - Store 130(Color) 132 - 135: 127(ptr) AccessChain 120(psout) 126 - 136: 6(float) Load 135 - Store 134(Depth) 136 + 22: 21(ptr) AccessChain 17 18 20 + 23: 11(int) Load 22 + 25: 21(ptr) AccessChain 17 18 24 + 26: 11(int) Load 25 + 28: 21(ptr) AccessChain 17 27 + 29: 11(int) Load 28 + 31: 30(fvec4) ImageFetch 10 23 Lod Offset 26 29 + 35: 32 Load 34(g_tTex1di4) + 36: 21(ptr) AccessChain 17 18 20 + 37: 11(int) Load 36 + 38: 21(ptr) AccessChain 17 18 24 + 39: 11(int) Load 38 + 40: 21(ptr) AccessChain 17 27 + 41: 11(int) Load 40 + 42: 14(ivec4) ImageFetch 35 37 Lod Offset 39 41 + 46: 43 Load 45(g_tTex1du4) + 47: 21(ptr) AccessChain 17 18 20 + 48: 11(int) Load 47 + 49: 21(ptr) AccessChain 17 18 24 + 50: 11(int) Load 49 + 51: 21(ptr) AccessChain 17 27 + 52: 11(int) Load 51 + 54: 53(ivec4) ImageFetch 46 48 Lod Offset 50 52 + 58: 55 Load 57(g_tTex2df4) + 61: 60(ptr) AccessChain 17 59 + 62: 13(ivec3) Load 61 + 63: 12(ivec2) VectorShuffle 62 62 0 1 + 65: 21(ptr) AccessChain 17 59 64 + 66: 11(int) Load 65 + 69: 68(ptr) AccessChain 17 67 + 70: 12(ivec2) Load 69 + 71: 30(fvec4) ImageFetch 58 63 Lod Offset 66 70 + 75: 72 Load 74(g_tTex2di4) + 76: 60(ptr) AccessChain 17 59 + 77: 13(ivec3) Load 76 + 78: 12(ivec2) VectorShuffle 77 77 0 1 + 79: 21(ptr) AccessChain 17 59 64 + 80: 11(int) Load 79 + 81: 68(ptr) AccessChain 17 67 + 82: 12(ivec2) Load 81 + 83: 14(ivec4) ImageFetch 75 78 Lod Offset 80 82 + 87: 84 Load 86(g_tTex2du4) + 88: 60(ptr) AccessChain 17 59 + 89: 13(ivec3) Load 88 + 90: 12(ivec2) VectorShuffle 89 89 0 1 + 91: 21(ptr) AccessChain 17 59 64 + 92: 11(int) Load 91 + 93: 68(ptr) AccessChain 17 67 + 94: 12(ivec2) Load 93 + 95: 53(ivec4) ImageFetch 87 90 Lod Offset 92 94 + 99: 96 Load 98(g_tTex3df4) + 102: 101(ptr) AccessChain 17 100 + 103: 14(ivec4) Load 102 + 104: 13(ivec3) VectorShuffle 103 103 0 1 2 + 106: 21(ptr) AccessChain 17 100 105 + 107: 11(int) Load 106 + 109: 60(ptr) AccessChain 17 108 + 110: 13(ivec3) Load 109 + 111: 30(fvec4) ImageFetch 99 104 Lod Offset 107 110 + 115: 112 Load 114(g_tTex3di4) + 116: 101(ptr) AccessChain 17 100 + 117: 14(ivec4) Load 116 + 118: 13(ivec3) VectorShuffle 117 117 0 1 2 + 119: 21(ptr) AccessChain 17 100 105 + 120: 11(int) Load 119 + 121: 60(ptr) AccessChain 17 108 + 122: 13(ivec3) Load 121 + 123: 14(ivec4) ImageFetch 115 118 Lod Offset 120 122 + 127: 124 Load 126(g_tTex3du4) + 128: 101(ptr) AccessChain 17 100 + 129: 14(ivec4) Load 128 + 130: 13(ivec3) VectorShuffle 129 129 0 1 2 + 131: 21(ptr) AccessChain 17 100 105 + 132: 11(int) Load 131 + 133: 60(ptr) AccessChain 17 108 + 134: 13(ivec3) Load 133 + 135: 53(ivec4) ImageFetch 127 130 Lod Offset 132 134 + 143: 142(ptr) AccessChain 138(psout) 139 + Store 143 141 + 145: 144(ptr) AccessChain 138(psout) 18 + Store 145 140 + 148: 142(ptr) AccessChain 138(psout) 139 + 149: 30(fvec4) Load 148 + Store 147(Color) 149 + 152: 144(ptr) AccessChain 138(psout) 18 + 153: 6(float) Load 152 + Store 151(Depth) 153 Return FunctionEnd diff --git a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out index d5f667165..665fc47a6 100644 --- a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out @@ -2,55 +2,85 @@ hlsl.load.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) 0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 vector swizzle (temp 2-component vector of int) -0:52 'c3' (uniform 3-component vector of int) +0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 2 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) 0:52 direct index (temp int) -0:52 'c3' (uniform 3-component vector of int) +0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) -0:52 'o1' (uniform int) +0:52 o1: direct index for structure (layout(offset=48 ) uniform int) +0:52 '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}) +0:52 Constant: +0:52 4 (const uint) 0:53 textureFetchOffset (global 4-component vector of int) 0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 vector swizzle (temp 2-component vector of int) -0:53 'c3' (uniform 3-component vector of int) +0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 2 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) 0:53 direct index (temp int) -0:53 'c3' (uniform 3-component vector of int) +0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) -0:53 'o1' (uniform int) +0:53 o1: direct index for structure (layout(offset=48 ) uniform int) +0:53 '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}) +0:53 Constant: +0:53 4 (const uint) 0:54 textureFetchOffset (global 4-component vector of uint) 0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 vector swizzle (temp 2-component vector of int) -0:54 'c3' (uniform 3-component vector of int) +0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 2 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) 0:54 direct index (temp int) -0:54 'c3' (uniform 3-component vector of int) +0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) -0:54 'o1' (uniform int) +0:54 o1: direct index for structure (layout(offset=48 ) uniform int) +0:54 '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}) +0:54 Constant: +0:54 4 (const uint) 0:57 textureFetchOffset (global 4-component vector of float) 0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 vector swizzle (temp 3-component vector of int) -0:57 'c4' (uniform 4-component vector of int) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 3 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) @@ -59,14 +89,23 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 2 (const int) 0:57 direct index (temp int) -0:57 'c4' (uniform 4-component vector of int) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) -0:57 'o2' (uniform 2-component vector of int) +0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 5 (const uint) 0:58 textureFetchOffset (global 4-component vector of int) 0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 vector swizzle (temp 3-component vector of int) -0:58 'c4' (uniform 4-component vector of int) +0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 3 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) @@ -75,14 +114,23 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 2 (const int) 0:58 direct index (temp int) -0:58 'c4' (uniform 4-component vector of int) +0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) -0:58 'o2' (uniform 2-component vector of int) +0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 5 (const uint) 0:59 textureFetchOffset (global 4-component vector of uint) 0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 vector swizzle (temp 3-component vector of int) -0:59 'c4' (uniform 4-component vector of int) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 3 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) @@ -91,10 +139,16 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 2 (const int) 0:59 direct index (temp int) -0:59 'c4' (uniform 4-component vector of int) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) -0:59 'o2' (uniform 2-component vector of int) +0:59 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 5 (const uint) 0:65 move second child to first child (temp 4-component vector of float) 0:65 Color: direct index for structure (temp 4-component vector of float) 0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) @@ -150,16 +204,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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: @@ -168,55 +215,85 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) 0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 vector swizzle (temp 2-component vector of int) -0:52 'c3' (uniform 3-component vector of int) +0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 2 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) 0:52 direct index (temp int) -0:52 'c3' (uniform 3-component vector of int) +0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:52 '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}) +0:52 Constant: +0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) -0:52 'o1' (uniform int) +0:52 o1: direct index for structure (layout(offset=48 ) uniform int) +0:52 '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}) +0:52 Constant: +0:52 4 (const uint) 0:53 textureFetchOffset (global 4-component vector of int) 0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 vector swizzle (temp 2-component vector of int) -0:53 'c3' (uniform 3-component vector of int) +0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 2 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) 0:53 direct index (temp int) -0:53 'c3' (uniform 3-component vector of int) +0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:53 '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}) +0:53 Constant: +0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) -0:53 'o1' (uniform int) +0:53 o1: direct index for structure (layout(offset=48 ) uniform int) +0:53 '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}) +0:53 Constant: +0:53 4 (const uint) 0:54 textureFetchOffset (global 4-component vector of uint) 0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 vector swizzle (temp 2-component vector of int) -0:54 'c3' (uniform 3-component vector of int) +0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 2 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) 0:54 direct index (temp int) -0:54 'c3' (uniform 3-component vector of int) +0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) +0:54 '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}) +0:54 Constant: +0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) -0:54 'o1' (uniform int) +0:54 o1: direct index for structure (layout(offset=48 ) uniform int) +0:54 '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}) +0:54 Constant: +0:54 4 (const uint) 0:57 textureFetchOffset (global 4-component vector of float) 0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 vector swizzle (temp 3-component vector of int) -0:57 'c4' (uniform 4-component vector of int) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 3 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) @@ -225,14 +302,23 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 2 (const int) 0:57 direct index (temp int) -0:57 'c4' (uniform 4-component vector of int) +0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) -0:57 'o2' (uniform 2-component vector of int) +0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:57 '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}) +0:57 Constant: +0:57 5 (const uint) 0:58 textureFetchOffset (global 4-component vector of int) 0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 vector swizzle (temp 3-component vector of int) -0:58 'c4' (uniform 4-component vector of int) +0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 3 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) @@ -241,14 +327,23 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 2 (const int) 0:58 direct index (temp int) -0:58 'c4' (uniform 4-component vector of int) +0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) -0:58 'o2' (uniform 2-component vector of int) +0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:58 '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}) +0:58 Constant: +0:58 5 (const uint) 0:59 textureFetchOffset (global 4-component vector of uint) 0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 vector swizzle (temp 3-component vector of int) -0:59 'c4' (uniform 4-component vector of int) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 3 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) @@ -257,10 +352,16 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 2 (const int) 0:59 direct index (temp int) -0:59 'c4' (uniform 4-component vector of int) +0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) -0:59 'o2' (uniform 2-component vector of int) +0:59 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) +0:59 '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}) +0:59 Constant: +0:59 5 (const uint) 0:65 move second child to first child (temp 4-component vector of float) 0:65 Color: direct index for structure (temp 4-component vector of float) 0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) @@ -316,20 +417,13 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) -0:? 'c1' (uniform int) -0:? 'c2' (uniform 2-component vector of int) -0:? 'c3' (uniform 3-component vector of int) -0:? 'c4' (uniform 4-component vector of int) -0:? 'o1' (uniform int) -0:? 'o2' (uniform 2-component vector of int) -0:? 'o3' (uniform 3-component vector of int) -0:? 'o4' (uniform 4-component vector of int) 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 156 +// Id's are bound by 167 Capability Shader Capability ImageGatherExtended @@ -337,71 +431,83 @@ gl_FragCoord origin is upper left Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 96 100 + EntryPoint Fragment 4 "main" 111 115 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "g_tTex1df4a" - Name 14 "c3" - Name 23 "o1" - Name 29 "g_tTex1di4a" - Name 40 "g_tTex1du4a" - Name 51 "g_tTex2df4a" - Name 54 "c4" - Name 61 "o2" - Name 66 "g_tTex2di4a" - Name 76 "g_tTex2du4a" - Name 84 "PS_OUTPUT" - MemberName 84(PS_OUTPUT) 0 "Color" - MemberName 84(PS_OUTPUT) 1 "Depth" - Name 86 "psout" - Name 96 "Color" - Name 100 "Depth" - Name 106 "g_sSamp" - Name 109 "g_tTex1df4" - Name 112 "g_tTex1di4" - Name 115 "g_tTex1du4" - Name 118 "g_tTex2df4" - Name 121 "g_tTex2di4" - Name 124 "g_tTex2du4" - Name 127 "g_tTex3df4" - Name 130 "g_tTex3di4" - Name 133 "g_tTex3du4" - Name 136 "g_tTexcdf4" - Name 139 "g_tTexcdi4" - Name 142 "g_tTexcdu4" - Name 145 "g_tTexcdf4a" - Name 148 "g_tTexcdi4a" - Name 151 "g_tTexcdu4a" - Name 152 "c1" - Name 153 "c2" - Name 154 "o3" - Name 155 "o4" + Name 15 "$Global" + MemberName 15($Global) 0 "c1" + MemberName 15($Global) 1 "c2" + MemberName 15($Global) 2 "c3" + MemberName 15($Global) 3 "c4" + MemberName 15($Global) 4 "o1" + MemberName 15($Global) 5 "o2" + MemberName 15($Global) 6 "o3" + MemberName 15($Global) 7 "o4" + Name 17 "" + Name 35 "g_tTex1di4a" + Name 47 "g_tTex1du4a" + Name 60 "g_tTex2df4a" + Name 77 "g_tTex2di4a" + Name 89 "g_tTex2du4a" + Name 99 "PS_OUTPUT" + MemberName 99(PS_OUTPUT) 0 "Color" + MemberName 99(PS_OUTPUT) 1 "Depth" + Name 101 "psout" + Name 111 "Color" + Name 115 "Depth" + Name 121 "g_sSamp" + Name 124 "g_tTex1df4" + Name 127 "g_tTex1di4" + Name 130 "g_tTex1du4" + Name 133 "g_tTex2df4" + Name 136 "g_tTex2di4" + Name 139 "g_tTex2du4" + Name 142 "g_tTex3df4" + Name 145 "g_tTex3di4" + Name 148 "g_tTex3du4" + Name 151 "g_tTexcdf4" + Name 154 "g_tTexcdi4" + Name 157 "g_tTexcdu4" + Name 160 "g_tTexcdf4a" + Name 163 "g_tTexcdi4a" + Name 166 "g_tTexcdu4a" Decorate 9(g_tTex1df4a) DescriptorSet 0 - Decorate 29(g_tTex1di4a) DescriptorSet 0 - Decorate 40(g_tTex1du4a) DescriptorSet 0 - Decorate 51(g_tTex2df4a) DescriptorSet 0 - Decorate 66(g_tTex2di4a) DescriptorSet 0 - Decorate 76(g_tTex2du4a) DescriptorSet 0 - Decorate 96(Color) Location 0 - Decorate 100(Depth) BuiltIn FragDepth - Decorate 106(g_sSamp) DescriptorSet 0 - Decorate 106(g_sSamp) Binding 0 - Decorate 109(g_tTex1df4) DescriptorSet 0 - Decorate 109(g_tTex1df4) Binding 0 - Decorate 112(g_tTex1di4) DescriptorSet 0 - Decorate 115(g_tTex1du4) DescriptorSet 0 - Decorate 118(g_tTex2df4) DescriptorSet 0 - Decorate 121(g_tTex2di4) DescriptorSet 0 - Decorate 124(g_tTex2du4) DescriptorSet 0 - Decorate 127(g_tTex3df4) DescriptorSet 0 - Decorate 130(g_tTex3di4) DescriptorSet 0 - Decorate 133(g_tTex3du4) DescriptorSet 0 - Decorate 136(g_tTexcdf4) DescriptorSet 0 - Decorate 139(g_tTexcdi4) DescriptorSet 0 - Decorate 142(g_tTexcdu4) DescriptorSet 0 - Decorate 145(g_tTexcdf4a) DescriptorSet 0 - Decorate 148(g_tTexcdi4a) DescriptorSet 0 - Decorate 151(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 15($Global) 0 Offset 0 + MemberDecorate 15($Global) 1 Offset 8 + MemberDecorate 15($Global) 2 Offset 16 + MemberDecorate 15($Global) 3 Offset 32 + MemberDecorate 15($Global) 4 Offset 48 + MemberDecorate 15($Global) 5 Offset 56 + MemberDecorate 15($Global) 6 Offset 64 + MemberDecorate 15($Global) 7 Offset 80 + Decorate 15($Global) Block + Decorate 17 DescriptorSet 0 + Decorate 35(g_tTex1di4a) DescriptorSet 0 + Decorate 47(g_tTex1du4a) DescriptorSet 0 + Decorate 60(g_tTex2df4a) DescriptorSet 0 + Decorate 77(g_tTex2di4a) DescriptorSet 0 + Decorate 89(g_tTex2du4a) DescriptorSet 0 + Decorate 111(Color) Location 0 + Decorate 115(Depth) BuiltIn FragDepth + Decorate 121(g_sSamp) DescriptorSet 0 + Decorate 121(g_sSamp) Binding 0 + Decorate 124(g_tTex1df4) DescriptorSet 0 + Decorate 124(g_tTex1df4) Binding 0 + Decorate 127(g_tTex1di4) DescriptorSet 0 + Decorate 130(g_tTex1du4) DescriptorSet 0 + Decorate 133(g_tTex2df4) DescriptorSet 0 + Decorate 136(g_tTex2di4) DescriptorSet 0 + Decorate 139(g_tTex2du4) DescriptorSet 0 + Decorate 142(g_tTex3df4) DescriptorSet 0 + Decorate 145(g_tTex3di4) DescriptorSet 0 + Decorate 148(g_tTex3du4) DescriptorSet 0 + Decorate 151(g_tTexcdf4) DescriptorSet 0 + Decorate 154(g_tTexcdi4) DescriptorSet 0 + Decorate 157(g_tTexcdu4) DescriptorSet 0 + Decorate 160(g_tTexcdf4a) DescriptorSet 0 + Decorate 163(g_tTexcdi4a) DescriptorSet 0 + Decorate 166(g_tTexcdu4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -409,155 +515,166 @@ gl_FragCoord origin is upper left 8: TypePointer UniformConstant 7 9(g_tTex1df4a): 8(ptr) Variable UniformConstant 11: TypeInt 32 1 - 12: TypeVector 11(int) 3 - 13: TypePointer UniformConstant 12(ivec3) - 14(c3): 13(ptr) Variable UniformConstant - 15: TypeVector 11(int) 2 - 18: TypeInt 32 0 - 19: 18(int) Constant 2 - 20: TypePointer UniformConstant 11(int) - 23(o1): 20(ptr) Variable UniformConstant - 25: TypeVector 6(float) 4 - 27: TypeImage 11(int) 1D array sampled format:Unknown - 28: TypePointer UniformConstant 27 - 29(g_tTex1di4a): 28(ptr) Variable UniformConstant - 36: TypeVector 11(int) 4 - 38: TypeImage 18(int) 1D array sampled format:Unknown - 39: TypePointer UniformConstant 38 - 40(g_tTex1du4a): 39(ptr) Variable UniformConstant - 47: TypeVector 18(int) 4 - 49: TypeImage 6(float) 2D array sampled format:Unknown - 50: TypePointer UniformConstant 49 - 51(g_tTex2df4a): 50(ptr) Variable UniformConstant - 53: TypePointer UniformConstant 36(ivec4) - 54(c4): 53(ptr) Variable UniformConstant - 57: 18(int) Constant 3 - 60: TypePointer UniformConstant 15(ivec2) - 61(o2): 60(ptr) Variable UniformConstant - 64: TypeImage 11(int) 2D array sampled format:Unknown - 65: TypePointer UniformConstant 64 - 66(g_tTex2di4a): 65(ptr) Variable UniformConstant - 74: TypeImage 18(int) 2D array sampled format:Unknown - 75: TypePointer UniformConstant 74 - 76(g_tTex2du4a): 75(ptr) Variable UniformConstant - 84(PS_OUTPUT): TypeStruct 25(fvec4) 6(float) - 85: TypePointer Function 84(PS_OUTPUT) - 87: 11(int) Constant 0 - 88: 6(float) Constant 1065353216 - 89: 25(fvec4) ConstantComposite 88 88 88 88 - 90: TypePointer Function 25(fvec4) - 92: 11(int) Constant 1 - 93: TypePointer Function 6(float) - 95: TypePointer Output 25(fvec4) - 96(Color): 95(ptr) Variable Output - 99: TypePointer Output 6(float) - 100(Depth): 99(ptr) Variable Output - 104: TypeSampler - 105: TypePointer UniformConstant 104 - 106(g_sSamp): 105(ptr) Variable UniformConstant - 107: TypeImage 6(float) 1D sampled format:Unknown - 108: TypePointer UniformConstant 107 - 109(g_tTex1df4): 108(ptr) Variable UniformConstant - 110: TypeImage 11(int) 1D sampled format:Unknown - 111: TypePointer UniformConstant 110 - 112(g_tTex1di4): 111(ptr) Variable UniformConstant - 113: TypeImage 18(int) 1D sampled format:Unknown - 114: TypePointer UniformConstant 113 - 115(g_tTex1du4): 114(ptr) Variable UniformConstant - 116: TypeImage 6(float) 2D sampled format:Unknown - 117: TypePointer UniformConstant 116 - 118(g_tTex2df4): 117(ptr) Variable UniformConstant - 119: TypeImage 11(int) 2D sampled format:Unknown + 12: TypeVector 11(int) 2 + 13: TypeVector 11(int) 3 + 14: TypeVector 11(int) 4 + 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) + 16: TypePointer Uniform 15($Global) + 17: 16(ptr) Variable Uniform + 18: 11(int) Constant 2 + 19: TypePointer Uniform 13(ivec3) + 23: TypeInt 32 0 + 24: 23(int) Constant 2 + 25: TypePointer Uniform 11(int) + 28: 11(int) Constant 4 + 31: TypeVector 6(float) 4 + 33: TypeImage 11(int) 1D array sampled format:Unknown + 34: TypePointer UniformConstant 33 + 35(g_tTex1di4a): 34(ptr) Variable UniformConstant + 45: TypeImage 23(int) 1D array sampled format:Unknown + 46: TypePointer UniformConstant 45 + 47(g_tTex1du4a): 46(ptr) Variable UniformConstant + 56: TypeVector 23(int) 4 + 58: TypeImage 6(float) 2D array sampled format:Unknown + 59: TypePointer UniformConstant 58 + 60(g_tTex2df4a): 59(ptr) Variable UniformConstant + 62: 11(int) Constant 3 + 63: TypePointer Uniform 14(ivec4) + 67: 23(int) Constant 3 + 70: 11(int) Constant 5 + 71: TypePointer Uniform 12(ivec2) + 75: TypeImage 11(int) 2D array sampled format:Unknown + 76: TypePointer UniformConstant 75 + 77(g_tTex2di4a): 76(ptr) Variable UniformConstant + 87: TypeImage 23(int) 2D array sampled format:Unknown + 88: TypePointer UniformConstant 87 + 89(g_tTex2du4a): 88(ptr) Variable UniformConstant + 99(PS_OUTPUT): TypeStruct 31(fvec4) 6(float) + 100: TypePointer Function 99(PS_OUTPUT) + 102: 11(int) Constant 0 + 103: 6(float) Constant 1065353216 + 104: 31(fvec4) ConstantComposite 103 103 103 103 + 105: TypePointer Function 31(fvec4) + 107: 11(int) Constant 1 + 108: TypePointer Function 6(float) + 110: TypePointer Output 31(fvec4) + 111(Color): 110(ptr) Variable Output + 114: TypePointer Output 6(float) + 115(Depth): 114(ptr) Variable Output + 119: TypeSampler 120: TypePointer UniformConstant 119 - 121(g_tTex2di4): 120(ptr) Variable UniformConstant - 122: TypeImage 18(int) 2D sampled format:Unknown + 121(g_sSamp): 120(ptr) Variable UniformConstant + 122: TypeImage 6(float) 1D sampled format:Unknown 123: TypePointer UniformConstant 122 - 124(g_tTex2du4): 123(ptr) Variable UniformConstant - 125: TypeImage 6(float) 3D sampled format:Unknown + 124(g_tTex1df4): 123(ptr) Variable UniformConstant + 125: TypeImage 11(int) 1D sampled format:Unknown 126: TypePointer UniformConstant 125 - 127(g_tTex3df4): 126(ptr) Variable UniformConstant - 128: TypeImage 11(int) 3D sampled format:Unknown + 127(g_tTex1di4): 126(ptr) Variable UniformConstant + 128: TypeImage 23(int) 1D sampled format:Unknown 129: TypePointer UniformConstant 128 - 130(g_tTex3di4): 129(ptr) Variable UniformConstant - 131: TypeImage 18(int) 3D sampled format:Unknown + 130(g_tTex1du4): 129(ptr) Variable UniformConstant + 131: TypeImage 6(float) 2D sampled format:Unknown 132: TypePointer UniformConstant 131 - 133(g_tTex3du4): 132(ptr) Variable UniformConstant - 134: TypeImage 6(float) Cube sampled format:Unknown + 133(g_tTex2df4): 132(ptr) Variable UniformConstant + 134: TypeImage 11(int) 2D sampled format:Unknown 135: TypePointer UniformConstant 134 - 136(g_tTexcdf4): 135(ptr) Variable UniformConstant - 137: TypeImage 11(int) Cube sampled format:Unknown + 136(g_tTex2di4): 135(ptr) Variable UniformConstant + 137: TypeImage 23(int) 2D sampled format:Unknown 138: TypePointer UniformConstant 137 - 139(g_tTexcdi4): 138(ptr) Variable UniformConstant - 140: TypeImage 18(int) Cube sampled format:Unknown + 139(g_tTex2du4): 138(ptr) Variable UniformConstant + 140: TypeImage 6(float) 3D sampled format:Unknown 141: TypePointer UniformConstant 140 - 142(g_tTexcdu4): 141(ptr) Variable UniformConstant - 143: TypeImage 6(float) Cube array sampled format:Unknown + 142(g_tTex3df4): 141(ptr) Variable UniformConstant + 143: TypeImage 11(int) 3D sampled format:Unknown 144: TypePointer UniformConstant 143 -145(g_tTexcdf4a): 144(ptr) Variable UniformConstant - 146: TypeImage 11(int) Cube array sampled format:Unknown + 145(g_tTex3di4): 144(ptr) Variable UniformConstant + 146: TypeImage 23(int) 3D sampled format:Unknown 147: TypePointer UniformConstant 146 -148(g_tTexcdi4a): 147(ptr) Variable UniformConstant - 149: TypeImage 18(int) Cube array sampled format:Unknown + 148(g_tTex3du4): 147(ptr) Variable UniformConstant + 149: TypeImage 6(float) Cube sampled format:Unknown 150: TypePointer UniformConstant 149 -151(g_tTexcdu4a): 150(ptr) Variable UniformConstant - 152(c1): 20(ptr) Variable UniformConstant - 153(c2): 60(ptr) Variable UniformConstant - 154(o3): 13(ptr) Variable UniformConstant - 155(o4): 53(ptr) Variable UniformConstant + 151(g_tTexcdf4): 150(ptr) Variable UniformConstant + 152: TypeImage 11(int) Cube sampled format:Unknown + 153: TypePointer UniformConstant 152 + 154(g_tTexcdi4): 153(ptr) Variable UniformConstant + 155: TypeImage 23(int) Cube sampled format:Unknown + 156: TypePointer UniformConstant 155 + 157(g_tTexcdu4): 156(ptr) Variable UniformConstant + 158: TypeImage 6(float) Cube array sampled format:Unknown + 159: TypePointer UniformConstant 158 +160(g_tTexcdf4a): 159(ptr) Variable UniformConstant + 161: TypeImage 11(int) Cube array sampled format:Unknown + 162: TypePointer UniformConstant 161 +163(g_tTexcdi4a): 162(ptr) Variable UniformConstant + 164: TypeImage 23(int) Cube array sampled format:Unknown + 165: TypePointer UniformConstant 164 +166(g_tTexcdu4a): 165(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label - 86(psout): 85(ptr) Variable Function + 101(psout): 100(ptr) Variable Function 10: 7 Load 9(g_tTex1df4a) - 16: 12(ivec3) Load 14(c3) - 17: 15(ivec2) VectorShuffle 16 16 0 1 - 21: 20(ptr) AccessChain 14(c3) 19 - 22: 11(int) Load 21 - 24: 11(int) Load 23(o1) - 26: 25(fvec4) ImageFetch 10 17 Lod Offset 22 24 - 30: 27 Load 29(g_tTex1di4a) - 31: 12(ivec3) Load 14(c3) - 32: 15(ivec2) VectorShuffle 31 31 0 1 - 33: 20(ptr) AccessChain 14(c3) 19 - 34: 11(int) Load 33 - 35: 11(int) Load 23(o1) - 37: 36(ivec4) ImageFetch 30 32 Lod Offset 34 35 - 41: 38 Load 40(g_tTex1du4a) - 42: 12(ivec3) Load 14(c3) - 43: 15(ivec2) VectorShuffle 42 42 0 1 - 44: 20(ptr) AccessChain 14(c3) 19 - 45: 11(int) Load 44 - 46: 11(int) Load 23(o1) - 48: 47(ivec4) ImageFetch 41 43 Lod Offset 45 46 - 52: 49 Load 51(g_tTex2df4a) - 55: 36(ivec4) Load 54(c4) - 56: 12(ivec3) VectorShuffle 55 55 0 1 2 - 58: 20(ptr) AccessChain 54(c4) 57 - 59: 11(int) Load 58 - 62: 15(ivec2) Load 61(o2) - 63: 25(fvec4) ImageFetch 52 56 Lod Offset 59 62 - 67: 64 Load 66(g_tTex2di4a) - 68: 36(ivec4) Load 54(c4) - 69: 12(ivec3) VectorShuffle 68 68 0 1 2 - 70: 20(ptr) AccessChain 54(c4) 57 - 71: 11(int) Load 70 - 72: 15(ivec2) Load 61(o2) - 73: 36(ivec4) ImageFetch 67 69 Lod Offset 71 72 - 77: 74 Load 76(g_tTex2du4a) - 78: 36(ivec4) Load 54(c4) - 79: 12(ivec3) VectorShuffle 78 78 0 1 2 - 80: 20(ptr) AccessChain 54(c4) 57 - 81: 11(int) Load 80 - 82: 15(ivec2) Load 61(o2) - 83: 47(ivec4) ImageFetch 77 79 Lod Offset 81 82 - 91: 90(ptr) AccessChain 86(psout) 87 - Store 91 89 - 94: 93(ptr) AccessChain 86(psout) 92 - Store 94 88 - 97: 90(ptr) AccessChain 86(psout) 87 - 98: 25(fvec4) Load 97 - Store 96(Color) 98 - 101: 93(ptr) AccessChain 86(psout) 92 - 102: 6(float) Load 101 - Store 100(Depth) 102 + 20: 19(ptr) AccessChain 17 18 + 21: 13(ivec3) Load 20 + 22: 12(ivec2) VectorShuffle 21 21 0 1 + 26: 25(ptr) AccessChain 17 18 24 + 27: 11(int) Load 26 + 29: 25(ptr) AccessChain 17 28 + 30: 11(int) Load 29 + 32: 31(fvec4) ImageFetch 10 22 Lod Offset 27 30 + 36: 33 Load 35(g_tTex1di4a) + 37: 19(ptr) AccessChain 17 18 + 38: 13(ivec3) Load 37 + 39: 12(ivec2) VectorShuffle 38 38 0 1 + 40: 25(ptr) AccessChain 17 18 24 + 41: 11(int) Load 40 + 42: 25(ptr) AccessChain 17 28 + 43: 11(int) Load 42 + 44: 14(ivec4) ImageFetch 36 39 Lod Offset 41 43 + 48: 45 Load 47(g_tTex1du4a) + 49: 19(ptr) AccessChain 17 18 + 50: 13(ivec3) Load 49 + 51: 12(ivec2) VectorShuffle 50 50 0 1 + 52: 25(ptr) AccessChain 17 18 24 + 53: 11(int) Load 52 + 54: 25(ptr) AccessChain 17 28 + 55: 11(int) Load 54 + 57: 56(ivec4) ImageFetch 48 51 Lod Offset 53 55 + 61: 58 Load 60(g_tTex2df4a) + 64: 63(ptr) AccessChain 17 62 + 65: 14(ivec4) Load 64 + 66: 13(ivec3) VectorShuffle 65 65 0 1 2 + 68: 25(ptr) AccessChain 17 62 67 + 69: 11(int) Load 68 + 72: 71(ptr) AccessChain 17 70 + 73: 12(ivec2) Load 72 + 74: 31(fvec4) ImageFetch 61 66 Lod Offset 69 73 + 78: 75 Load 77(g_tTex2di4a) + 79: 63(ptr) AccessChain 17 62 + 80: 14(ivec4) Load 79 + 81: 13(ivec3) VectorShuffle 80 80 0 1 2 + 82: 25(ptr) AccessChain 17 62 67 + 83: 11(int) Load 82 + 84: 71(ptr) AccessChain 17 70 + 85: 12(ivec2) Load 84 + 86: 14(ivec4) ImageFetch 78 81 Lod Offset 83 85 + 90: 87 Load 89(g_tTex2du4a) + 91: 63(ptr) AccessChain 17 62 + 92: 14(ivec4) Load 91 + 93: 13(ivec3) VectorShuffle 92 92 0 1 2 + 94: 25(ptr) AccessChain 17 62 67 + 95: 11(int) Load 94 + 96: 71(ptr) AccessChain 17 70 + 97: 12(ivec2) Load 96 + 98: 56(ivec4) ImageFetch 90 93 Lod Offset 95 97 + 106: 105(ptr) AccessChain 101(psout) 102 + Store 106 104 + 109: 108(ptr) AccessChain 101(psout) 107 + Store 109 103 + 112: 105(ptr) AccessChain 101(psout) 102 + 113: 31(fvec4) Load 112 + Store 111(Color) 113 + 116: 108(ptr) AccessChain 101(psout) 107 + 117: 6(float) Load 116 + Store 115(Depth) 117 Return FunctionEnd diff --git a/Test/baseResults/hlsl.matType.frag.out b/Test/baseResults/hlsl.matType.frag.out index 2d63460ba..0066a1de2 100755 --- a/Test/baseResults/hlsl.matType.frag.out +++ b/Test/baseResults/hlsl.matType.frag.out @@ -2,12 +2,7 @@ hlsl.matType.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:1 Sequence -0:1 move second child to first child (temp 1-component vector of float) -0:1 'f1' (global 1-component vector of float) -0:1 Constant: -0:1 1.000000 -0:9 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float) +0:9 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float) 0:9 Function Parameters: 0:9 'inFloat1' (in 1-component vector of float) 0:9 'inScalar' (in float) @@ -15,12 +10,7 @@ gl_FragCoord origin is upper left 0:10 Branch: Return with expression 0:10 'inFloat1' (in 1-component vector of float) 0:? Linker Objects -0:? 'f1' (global 1-component vector of float) -0:? 'fmat11' (global 1X1 matrix of float) -0:? 'fmat41' (global 4X1 matrix of float) -0:? 'fmat12' (global 1X2 matrix of float) -0:? 'dmat23' (global 2X3 matrix of double) -0:? 'int44' (global 4X4 matrix of int) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 1-component vector of float f1, layout(offset=16 ) uniform 1X1 matrix of float fmat11, layout(offset=32 ) uniform 4X1 matrix of float fmat41, layout(offset=48 ) uniform 1X2 matrix of float fmat12, layout(offset=80 ) uniform 2X3 matrix of double dmat23, layout(offset=128 ) uniform 4X4 matrix of int int44}) Linked fragment stage: @@ -29,12 +19,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:1 Sequence -0:1 move second child to first child (temp 1-component vector of float) -0:1 'f1' (global 1-component vector of float) -0:1 Constant: -0:1 1.000000 -0:9 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float) +0:9 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float) 0:9 Function Parameters: 0:9 'inFloat1' (in 1-component vector of float) 0:9 'inScalar' (in float) @@ -42,16 +27,11 @@ gl_FragCoord origin is upper left 0:10 Branch: Return with expression 0:10 'inFloat1' (in 1-component vector of float) 0:? Linker Objects -0:? 'f1' (global 1-component vector of float) -0:? 'fmat11' (global 1X1 matrix of float) -0:? 'fmat41' (global 4X1 matrix of float) -0:? 'fmat12' (global 1X2 matrix of float) -0:? 'dmat23' (global 2X3 matrix of double) -0:? 'int44' (global 4X4 matrix of int) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 1-component vector of float f1, layout(offset=16 ) uniform 1X1 matrix of float fmat11, layout(offset=32 ) uniform 4X1 matrix of float fmat41, layout(offset=48 ) uniform 1X2 matrix of float fmat12, layout(offset=80 ) uniform 2X3 matrix of double dmat23, layout(offset=128 ) uniform 4X4 matrix of int int44}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 40 +// Id's are bound by 30 Capability Shader Capability Float64 @@ -63,49 +43,42 @@ gl_FragCoord origin is upper left Name 11 "ShaderFunction(vf1;f1;" Name 9 "inFloat1" Name 10 "inScalar" - Name 14 "f1" - Name 22 "fmat11" - Name 25 "fmat41" - Name 29 "fmat12" - Name 34 "dmat23" - Name 39 "int44" + Name 27 "$Global" + MemberName 27($Global) 0 "f1" + MemberName 27($Global) 1 "fmat11" + MemberName 27($Global) 2 "fmat41" + MemberName 27($Global) 3 "fmat12" + MemberName 27($Global) 4 "dmat23" + MemberName 27($Global) 5 "int44" + Name 29 "" + Decorate 27($Global) Block + Decorate 29 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 8: TypeFunction 6(float) 7(ptr) 7(ptr) - 13: TypePointer Private 6(float) - 14(f1): 13(ptr) Variable Private - 15: 6(float) Constant 1065353216 - 19: TypeVector 6(float) 1 - 20: TypeMatrix 19(fvec) 1 - 21: TypePointer Private 20 - 22(fmat11): 21(ptr) Variable Private - 23: TypeMatrix 19(fvec) 4 - 24: TypePointer Private 23 - 25(fmat41): 24(ptr) Variable Private - 26: TypeVector 6(float) 2 - 27: TypeMatrix 26(fvec2) 1 - 28: TypePointer Private 27 - 29(fmat12): 28(ptr) Variable Private - 30: TypeFloat 64 - 31: TypeVector 30(float) 3 - 32: TypeMatrix 31(fvec3) 2 - 33: TypePointer Private 32 - 34(dmat23): 33(ptr) Variable Private - 35: TypeInt 32 1 - 36: TypeVector 35(int) 4 - 37: TypeMatrix 36(ivec4) 4 - 38: TypePointer Private 37 - 39(int44): 38(ptr) Variable Private + 16: TypeVector 6(float) 1 + 17: TypeMatrix 16(fvec) 1 + 18: TypeMatrix 16(fvec) 4 + 19: TypeVector 6(float) 2 + 20: TypeMatrix 19(fvec2) 1 + 21: TypeFloat 64 + 22: TypeVector 21(float) 3 + 23: TypeMatrix 22(fvec3) 2 + 24: TypeInt 32 1 + 25: TypeVector 24(int) 4 + 26: TypeMatrix 25(ivec4) 4 + 27($Global): TypeStruct 6(float) 17 18 20 23 26 + 28: TypePointer Uniform 27($Global) + 29: 28(ptr) Variable Uniform 4(PixelShaderFunction): 2 Function None 3 5: Label - Store 14(f1) 15 FunctionEnd 11(ShaderFunction(vf1;f1;): 6(float) Function None 8 9(inFloat1): 7(ptr) FunctionParameter 10(inScalar): 7(ptr) FunctionParameter 12: Label - 16: 6(float) Load 9(inFloat1) - ReturnValue 16 + 13: 6(float) Load 9(inFloat1) + ReturnValue 13 FunctionEnd diff --git a/Test/baseResults/hlsl.matrixindex.frag.out b/Test/baseResults/hlsl.matrixindex.frag.out index 7acaa7170..7d49629db 100644 --- a/Test/baseResults/hlsl.matrixindex.frag.out +++ b/Test/baseResults/hlsl.matrixindex.frag.out @@ -2,7 +2,7 @@ hlsl.matrixindex.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:10 Function Parameters: 0:? Sequence 0:22 Sequence @@ -94,13 +94,22 @@ gl_FragCoord origin is upper left 0:43 23.000000 0:43 24.000000 0:43 25.000000 -0:43 'idx' (uniform int) +0:43 idx: direct index for structure (layout(offset=0 ) uniform int) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) +0:43 Constant: +0:43 0 (const uint) 0:44 Sequence 0:44 move second child to first child (temp 2-component vector of float) 0:44 'r0c' (temp 2-component vector of float) -0:44 indirect index (temp 2-component vector of float) -0:44 'um' (uniform 3X2 matrix of float) -0:44 'idx' (uniform int) +0:44 indirect index (layout(offset=16 ) temp 2-component vector of float) +0:44 um: direct index for structure (layout(offset=16 ) uniform 3X2 matrix of float) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) +0:44 Constant: +0:44 1 (const uint) +0:44 idx: direct index for structure (layout(offset=0 ) uniform int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) +0:44 Constant: +0:44 0 (const uint) 0:47 move second child to first child (temp 4-component vector of float) 0:47 Color: direct index for structure (temp 4-component vector of float) 0:47 'psout' (temp structure{temp 4-component vector of float Color}) @@ -118,9 +127,8 @@ gl_FragCoord origin is upper left 0:48 0 (const int) 0:48 Branch: Return 0:? Linker Objects -0:? 'idx' (uniform int) -0:? 'um' (uniform 3X2 matrix of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) Linked fragment stage: @@ -129,7 +137,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:10 Function Parameters: 0:? Sequence 0:22 Sequence @@ -221,13 +229,22 @@ gl_FragCoord origin is upper left 0:43 23.000000 0:43 24.000000 0:43 25.000000 -0:43 'idx' (uniform int) +0:43 idx: direct index for structure (layout(offset=0 ) uniform int) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) +0:43 Constant: +0:43 0 (const uint) 0:44 Sequence 0:44 move second child to first child (temp 2-component vector of float) 0:44 'r0c' (temp 2-component vector of float) -0:44 indirect index (temp 2-component vector of float) -0:44 'um' (uniform 3X2 matrix of float) -0:44 'idx' (uniform int) +0:44 indirect index (layout(offset=16 ) temp 2-component vector of float) +0:44 um: direct index for structure (layout(offset=16 ) uniform 3X2 matrix of float) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) +0:44 Constant: +0:44 1 (const uint) +0:44 idx: direct index for structure (layout(offset=0 ) uniform int) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) +0:44 Constant: +0:44 0 (const uint) 0:47 move second child to first child (temp 4-component vector of float) 0:47 Color: direct index for structure (temp 4-component vector of float) 0:47 'psout' (temp structure{temp 4-component vector of float Color}) @@ -245,18 +262,17 @@ gl_FragCoord origin is upper left 0:48 0 (const int) 0:48 Branch: Return 0:? Linker Objects -0:? 'idx' (uniform int) -0:? 'um' (uniform 3X2 matrix of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 75 +// Id's are bound by 78 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 71 + EntryPoint Fragment 4 "main" 74 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 8 "e1_00" @@ -275,15 +291,23 @@ gl_FragCoord origin is upper left Name 36 "r1a" Name 38 "r2a" Name 40 "r0b" - Name 48 "idx" - Name 51 "indexable" - Name 54 "r0c" - Name 56 "um" - Name 62 "PS_OUTPUT" - MemberName 62(PS_OUTPUT) 0 "Color" - Name 64 "psout" - Name 71 "Color" - Decorate 71(Color) Location 0 + Name 47 "$Global" + MemberName 47($Global) 0 "idx" + MemberName 47($Global) 1 "um" + Name 49 "" + Name 55 "indexable" + Name 58 "r0c" + Name 66 "PS_OUTPUT" + MemberName 66(PS_OUTPUT) 0 "Color" + Name 68 "psout" + Name 74 "Color" + MemberDecorate 47($Global) 0 Offset 0 + MemberDecorate 47($Global) 1 RowMajor + MemberDecorate 47($Global) 1 Offset 16 + MemberDecorate 47($Global) 1 MatrixStride 16 + Decorate 47($Global) Block + Decorate 49 DescriptorSet 0 + Decorate 74(Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -311,19 +335,20 @@ gl_FragCoord origin is upper left 44: 32(fvec2) ConstantComposite 29 31 45: 41 ConstantComposite 42 43 44 46: TypeInt 32 1 - 47: TypePointer UniformConstant 46(int) - 48(idx): 47(ptr) Variable UniformConstant - 50: TypePointer Function 41 - 55: TypePointer UniformConstant 41 - 56(um): 55(ptr) Variable UniformConstant - 58: TypePointer UniformConstant 32(fvec2) - 61: TypeVector 6(float) 4 - 62(PS_OUTPUT): TypeStruct 61(fvec4) - 63: TypePointer Function 62(PS_OUTPUT) - 65: 46(int) Constant 0 - 68: TypePointer Function 61(fvec4) - 70: TypePointer Output 61(fvec4) - 71(Color): 70(ptr) Variable Output + 47($Global): TypeStruct 46(int) 41 + 48: TypePointer Uniform 47($Global) + 49: 48(ptr) Variable Uniform + 50: 46(int) Constant 0 + 51: TypePointer Uniform 46(int) + 54: TypePointer Function 41 + 59: 46(int) Constant 1 + 62: TypePointer Uniform 32(fvec2) + 65: TypeVector 6(float) 4 + 66(PS_OUTPUT): TypeStruct 65(fvec4) + 67: TypePointer Function 66(PS_OUTPUT) + 71: TypePointer Function 65(fvec4) + 73: TypePointer Output 65(fvec4) + 74(Color): 73(ptr) Variable Output 4(main): 2 Function None 3 5: Label 8(e1_00): 7(ptr) Variable Function @@ -342,9 +367,9 @@ gl_FragCoord origin is upper left 36(r1a): 33(ptr) Variable Function 38(r2a): 33(ptr) Variable Function 40(r0b): 33(ptr) Variable Function - 51(indexable): 50(ptr) Variable Function - 54(r0c): 33(ptr) Variable Function - 64(psout): 63(ptr) Variable Function + 55(indexable): 54(ptr) Variable Function + 58(r0c): 33(ptr) Variable Function + 68(psout): 67(ptr) Variable Function Store 8(e1_00) 9 Store 10(e1_01) 11 Store 12(e1_10) 13 @@ -360,21 +385,23 @@ gl_FragCoord origin is upper left Store 34(r0a) 35 Store 36(r1a) 37 Store 38(r2a) 39 - 49: 46(int) Load 48(idx) - Store 51(indexable) 45 - 52: 33(ptr) AccessChain 51(indexable) 49 - 53: 32(fvec2) Load 52 - Store 40(r0b) 53 - 57: 46(int) Load 48(idx) - 59: 58(ptr) AccessChain 56(um) 57 - 60: 32(fvec2) Load 59 - Store 54(r0c) 60 - 66: 6(float) Load 26(e2_11) - 67: 61(fvec4) CompositeConstruct 66 66 66 66 - 69: 68(ptr) AccessChain 64(psout) 65 - Store 69 67 - 72: 68(ptr) AccessChain 64(psout) 65 - 73: 61(fvec4) Load 72 - Store 71(Color) 73 + 52: 51(ptr) AccessChain 49 50 + 53: 46(int) Load 52 + Store 55(indexable) 45 + 56: 33(ptr) AccessChain 55(indexable) 53 + 57: 32(fvec2) Load 56 + Store 40(r0b) 57 + 60: 51(ptr) AccessChain 49 50 + 61: 46(int) Load 60 + 63: 62(ptr) AccessChain 49 59 61 + 64: 32(fvec2) Load 63 + Store 58(r0c) 64 + 69: 6(float) Load 26(e2_11) + 70: 65(fvec4) CompositeConstruct 69 69 69 69 + 72: 71(ptr) AccessChain 68(psout) 50 + Store 72 70 + 75: 71(ptr) AccessChain 68(psout) 50 + 76: 65(fvec4) Load 75 + Store 74(Color) 76 Return FunctionEnd diff --git a/Test/baseResults/hlsl.max.frag.out b/Test/baseResults/hlsl.max.frag.out index d396be8bf..53646bb15 100755 --- a/Test/baseResults/hlsl.max.frag.out +++ b/Test/baseResults/hlsl.max.frag.out @@ -2,7 +2,7 @@ hlsl.max.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input1' (layout(location=0 ) in 4-component vector of float) 0:2 'input2' (layout(location=1 ) in 4-component vector of float) @@ -26,7 +26,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input1' (layout(location=0 ) in 4-component vector of float) 0:2 'input2' (layout(location=1 ) in 4-component vector of float) diff --git a/Test/baseResults/hlsl.multiEntry.vert.out b/Test/baseResults/hlsl.multiEntry.vert.out index 35ecaf507..cec78986e 100755 --- a/Test/baseResults/hlsl.multiEntry.vert.out +++ b/Test/baseResults/hlsl.multiEntry.vert.out @@ -1,7 +1,7 @@ hlsl.multiEntry.vert Shader version: 450 0:? Sequence -0:4 Function Definition: FakeEntrypoint(u1; (global 4-component vector of float) +0:4 Function Definition: FakeEntrypoint(u1; (temp 4-component vector of float) 0:4 Function Parameters: 0:4 'Index' (in uint) 0:? Sequence @@ -10,14 +10,14 @@ Shader version: 450 0:5 'Position' (uniform samplerBuffer) 0:5 Convert uint to int (temp int) 0:5 'Index' (in uint) -0:9 Function Definition: RealEntrypoint(u1; (global 4-component vector of float Position) +0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position) 0:9 Function Parameters: 0:9 'Index' (in uint VertexIndex) 0:? Sequence 0:10 Sequence 0:10 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float Position) -0:10 Function Call: FakeEntrypoint(u1; (global 4-component vector of float) +0:10 Function Call: FakeEntrypoint(u1; (temp 4-component vector of float) 0:10 'Index' (in uint VertexIndex) 0:10 Branch: Return 0:? Linker Objects @@ -31,7 +31,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:4 Function Definition: FakeEntrypoint(u1; (global 4-component vector of float) +0:4 Function Definition: FakeEntrypoint(u1; (temp 4-component vector of float) 0:4 Function Parameters: 0:4 'Index' (in uint) 0:? Sequence @@ -40,14 +40,14 @@ Shader version: 450 0:5 'Position' (uniform samplerBuffer) 0:5 Convert uint to int (temp int) 0:5 'Index' (in uint) -0:9 Function Definition: RealEntrypoint(u1; (global 4-component vector of float Position) +0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position) 0:9 Function Parameters: 0:9 'Index' (in uint VertexIndex) 0:? Sequence 0:10 Sequence 0:10 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float Position) -0:10 Function Call: FakeEntrypoint(u1; (global 4-component vector of float) +0:10 Function Call: FakeEntrypoint(u1; (temp 4-component vector of float) 0:10 'Index' (in uint VertexIndex) 0:10 Branch: Return 0:? Linker Objects diff --git a/Test/baseResults/hlsl.numericsuffixes.frag.out b/Test/baseResults/hlsl.numericsuffixes.frag.out index 168065bb5..6d192c0ac 100644 --- a/Test/baseResults/hlsl.numericsuffixes.frag.out +++ b/Test/baseResults/hlsl.numericsuffixes.frag.out @@ -2,7 +2,7 @@ hlsl.numericsuffixes.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:5 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:5 Function Parameters: 0:? Sequence 0:7 Sequence @@ -77,7 +77,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:5 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:5 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:5 Function Parameters: 0:? Sequence 0:7 Sequence diff --git a/Test/baseResults/hlsl.overload.frag.out b/Test/baseResults/hlsl.overload.frag.out index 0e0f4707f..4eed1a3fc 100755 --- a/Test/baseResults/hlsl.overload.frag.out +++ b/Test/baseResults/hlsl.overload.frag.out @@ -2,349 +2,349 @@ hlsl.overload.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo1(d1;b1; (global void) +0:2 Function Definition: foo1(d1;b1; (temp void) 0:2 Function Parameters: 0:2 'a' (in double) 0:2 'b' (in bool) -0:3 Function Definition: foo1(d1;u1; (global void) +0:3 Function Definition: foo1(d1;u1; (temp void) 0:3 Function Parameters: 0:3 'a' (in double) 0:3 'b' (in uint) -0:4 Function Definition: foo1(d1;i1; (global void) +0:4 Function Definition: foo1(d1;i1; (temp void) 0:4 Function Parameters: 0:4 'a' (in double) 0:4 'b' (in int) -0:5 Function Definition: foo1(d1;f1; (global void) +0:5 Function Definition: foo1(d1;f1; (temp void) 0:5 Function Parameters: 0:5 'a' (in double) 0:5 'b' (in float) -0:6 Function Definition: foo1(d1;d1; (global void) +0:6 Function Definition: foo1(d1;d1; (temp void) 0:6 Function Parameters: 0:6 'a' (in double) 0:6 'b' (in double) -0:9 Function Definition: foo2(i1;b1; (global void) +0:9 Function Definition: foo2(i1;b1; (temp void) 0:9 Function Parameters: 0:9 'a' (in int) 0:9 'b' (in bool) -0:10 Function Definition: foo2(i1;u1; (global void) +0:10 Function Definition: foo2(i1;u1; (temp void) 0:10 Function Parameters: 0:10 'a' (in int) 0:10 'b' (in uint) -0:11 Function Definition: foo2(i1;i1; (global void) +0:11 Function Definition: foo2(i1;i1; (temp void) 0:11 Function Parameters: 0:11 'a' (in int) 0:11 'b' (in int) -0:12 Function Definition: foo2(i1;f1; (global void) +0:12 Function Definition: foo2(i1;f1; (temp void) 0:12 Function Parameters: 0:12 'a' (in int) 0:12 'b' (in float) -0:13 Function Definition: foo2(i1;d1; (global void) +0:13 Function Definition: foo2(i1;d1; (temp void) 0:13 Function Parameters: 0:13 'a' (in int) 0:13 'b' (in double) -0:16 Function Definition: foo3(b1; (global void) +0:16 Function Definition: foo3(b1; (temp void) 0:16 Function Parameters: 0:16 'b' (in bool) -0:17 Function Definition: foo4(u1; (global void) +0:17 Function Definition: foo4(u1; (temp void) 0:17 Function Parameters: 0:17 'b' (in uint) -0:18 Function Definition: foo5(i1; (global void) +0:18 Function Definition: foo5(i1; (temp void) 0:18 Function Parameters: 0:18 'b' (in int) -0:19 Function Definition: foo6(f1; (global void) +0:19 Function Definition: foo6(f1; (temp void) 0:19 Function Parameters: 0:19 'b' (in float) -0:20 Function Definition: foo7(d1; (global void) +0:20 Function Definition: foo7(d1; (temp void) 0:20 Function Parameters: 0:20 'b' (in double) -0:23 Function Definition: foo8(f1; (global void) +0:23 Function Definition: foo8(f1; (temp void) 0:23 Function Parameters: 0:23 '' (in float) -0:24 Function Definition: foo8(d1; (global void) +0:24 Function Definition: foo8(d1; (temp void) 0:24 Function Parameters: 0:24 '' (in double) -0:25 Function Definition: foo9(i1; (global void) +0:25 Function Definition: foo9(i1; (temp void) 0:25 Function Parameters: 0:25 '' (in int) -0:26 Function Definition: foo9(u1; (global void) +0:26 Function Definition: foo9(u1; (temp void) 0:26 Function Parameters: 0:26 '' (in uint) -0:27 Function Definition: foo10(b1; (global void) +0:27 Function Definition: foo10(b1; (temp void) 0:27 Function Parameters: 0:27 '' (in bool) -0:28 Function Definition: foo10(i1; (global void) +0:28 Function Definition: foo10(i1; (temp void) 0:28 Function Parameters: 0:28 '' (in int) -0:31 Function Definition: foo11(vf3; (global void) +0:31 Function Definition: foo11(vf3; (temp void) 0:31 Function Parameters: 0:31 '' (in 3-component vector of float) -0:32 Function Definition: foo11(d1; (global void) +0:32 Function Definition: foo11(d1; (temp void) 0:32 Function Parameters: 0:32 '' (in double) -0:33 Function Definition: foo11(vi3; (global void) +0:33 Function Definition: foo11(vi3; (temp void) 0:33 Function Parameters: 0:33 '' (in 3-component vector of int) -0:34 Function Definition: foo11(u1; (global void) +0:34 Function Definition: foo11(u1; (temp void) 0:34 Function Parameters: 0:34 '' (in uint) -0:35 Function Definition: foo12(vf1; (global void) +0:35 Function Definition: foo12(vf1; (temp void) 0:35 Function Parameters: 0:35 '' (in 1-component vector of float) -0:36 Function Definition: foo12(vd3; (global void) +0:36 Function Definition: foo12(vd3; (temp void) 0:36 Function Parameters: 0:36 '' (in 3-component vector of double) -0:37 Function Definition: foo16(u1; (global void) +0:37 Function Definition: foo16(u1; (temp void) 0:37 Function Parameters: 0:37 '' (in uint) -0:38 Function Definition: foo16(vu2; (global void) +0:38 Function Definition: foo16(vu2; (temp void) 0:38 Function Parameters: 0:38 '' (in 2-component vector of uint) -0:41 Function Definition: foo13(vf3; (global void) +0:41 Function Definition: foo13(vf3; (temp void) 0:41 Function Parameters: 0:41 '' (in 3-component vector of float) -0:42 Function Definition: foo14(vi1; (global void) +0:42 Function Definition: foo14(vi1; (temp void) 0:42 Function Parameters: 0:42 '' (in 1-component vector of int) -0:43 Function Definition: foo15(vb1; (global void) +0:43 Function Definition: foo15(vb1; (temp void) 0:43 Function Parameters: 0:43 '' (in 1-component vector of bool) -0:46 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:46 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:46 Function Parameters: 0:46 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence -0:53 Function Call: foo1(d1;b1; (global void) +0:53 Function Call: foo1(d1;b1; (temp void) 0:53 'd' (temp double) 0:53 'b' (temp bool) -0:54 Function Call: foo1(d1;d1; (global void) +0:54 Function Call: foo1(d1;d1; (temp void) 0:54 'd' (temp double) 0:54 'd' (temp double) -0:55 Function Call: foo1(d1;u1; (global void) +0:55 Function Call: foo1(d1;u1; (temp void) 0:55 'd' (temp double) 0:55 'u' (temp uint) -0:56 Function Call: foo1(d1;i1; (global void) +0:56 Function Call: foo1(d1;i1; (temp void) 0:56 'd' (temp double) 0:56 'i' (temp int) -0:57 Function Call: foo1(d1;f1; (global void) +0:57 Function Call: foo1(d1;f1; (temp void) 0:57 'd' (temp double) 0:57 'f' (temp float) -0:59 Function Call: foo1(d1;b1; (global void) +0:59 Function Call: foo1(d1;b1; (temp void) 0:59 Convert float to double (temp double) 0:59 'f' (temp float) 0:59 'b' (temp bool) -0:60 Function Call: foo1(d1;d1; (global void) +0:60 Function Call: foo1(d1;d1; (temp void) 0:60 Convert float to double (temp double) 0:60 'f' (temp float) 0:60 'd' (temp double) -0:61 Function Call: foo1(d1;u1; (global void) +0:61 Function Call: foo1(d1;u1; (temp void) 0:61 Convert float to double (temp double) 0:61 'f' (temp float) 0:61 'u' (temp uint) -0:62 Function Call: foo1(d1;i1; (global void) +0:62 Function Call: foo1(d1;i1; (temp void) 0:62 Convert float to double (temp double) 0:62 'f' (temp float) 0:62 'i' (temp int) -0:63 Function Call: foo1(d1;f1; (global void) +0:63 Function Call: foo1(d1;f1; (temp void) 0:63 Convert float to double (temp double) 0:63 'f' (temp float) 0:63 'f' (temp float) -0:65 Function Call: foo1(d1;b1; (global void) +0:65 Function Call: foo1(d1;b1; (temp void) 0:65 Convert uint to double (temp double) 0:65 'u' (temp uint) 0:65 'b' (temp bool) -0:66 Function Call: foo1(d1;d1; (global void) +0:66 Function Call: foo1(d1;d1; (temp void) 0:66 Convert uint to double (temp double) 0:66 'u' (temp uint) 0:66 'd' (temp double) -0:67 Function Call: foo1(d1;u1; (global void) +0:67 Function Call: foo1(d1;u1; (temp void) 0:67 Convert uint to double (temp double) 0:67 'u' (temp uint) 0:67 'u' (temp uint) -0:68 Function Call: foo1(d1;i1; (global void) +0:68 Function Call: foo1(d1;i1; (temp void) 0:68 Convert uint to double (temp double) 0:68 'u' (temp uint) 0:68 'i' (temp int) -0:69 Function Call: foo1(d1;f1; (global void) +0:69 Function Call: foo1(d1;f1; (temp void) 0:69 Convert uint to double (temp double) 0:69 'u' (temp uint) 0:69 'f' (temp float) -0:71 Function Call: foo1(d1;b1; (global void) +0:71 Function Call: foo1(d1;b1; (temp void) 0:71 Convert int to double (temp double) 0:71 'i' (temp int) 0:71 'b' (temp bool) -0:72 Function Call: foo1(d1;d1; (global void) +0:72 Function Call: foo1(d1;d1; (temp void) 0:72 Convert int to double (temp double) 0:72 'i' (temp int) 0:72 'd' (temp double) -0:73 Function Call: foo1(d1;u1; (global void) +0:73 Function Call: foo1(d1;u1; (temp void) 0:73 Convert int to double (temp double) 0:73 'i' (temp int) 0:73 'u' (temp uint) -0:74 Function Call: foo1(d1;i1; (global void) +0:74 Function Call: foo1(d1;i1; (temp void) 0:74 Convert int to double (temp double) 0:74 'i' (temp int) 0:74 'i' (temp int) -0:75 Function Call: foo1(d1;f1; (global void) +0:75 Function Call: foo1(d1;f1; (temp void) 0:75 Convert int to double (temp double) 0:75 'i' (temp int) 0:75 'f' (temp float) -0:77 Function Call: foo2(i1;b1; (global void) +0:77 Function Call: foo2(i1;b1; (temp void) 0:77 Convert uint to int (temp int) 0:77 'u' (temp uint) 0:77 'b' (temp bool) -0:78 Function Call: foo2(i1;d1; (global void) +0:78 Function Call: foo2(i1;d1; (temp void) 0:78 Convert uint to int (temp int) 0:78 'u' (temp uint) 0:78 'd' (temp double) -0:79 Function Call: foo2(i1;u1; (global void) +0:79 Function Call: foo2(i1;u1; (temp void) 0:79 Convert uint to int (temp int) 0:79 'u' (temp uint) 0:79 'u' (temp uint) -0:80 Function Call: foo2(i1;i1; (global void) +0:80 Function Call: foo2(i1;i1; (temp void) 0:80 Convert uint to int (temp int) 0:80 'u' (temp uint) 0:80 'i' (temp int) -0:81 Function Call: foo2(i1;f1; (global void) +0:81 Function Call: foo2(i1;f1; (temp void) 0:81 Convert uint to int (temp int) 0:81 'u' (temp uint) 0:81 'f' (temp float) -0:83 Function Call: foo2(i1;b1; (global void) +0:83 Function Call: foo2(i1;b1; (temp void) 0:83 'i' (temp int) 0:83 'b' (temp bool) -0:84 Function Call: foo2(i1;d1; (global void) +0:84 Function Call: foo2(i1;d1; (temp void) 0:84 'i' (temp int) 0:84 'd' (temp double) -0:85 Function Call: foo2(i1;u1; (global void) +0:85 Function Call: foo2(i1;u1; (temp void) 0:85 'i' (temp int) 0:85 'u' (temp uint) -0:86 Function Call: foo2(i1;i1; (global void) +0:86 Function Call: foo2(i1;i1; (temp void) 0:86 'i' (temp int) 0:86 'i' (temp int) -0:87 Function Call: foo2(i1;f1; (global void) +0:87 Function Call: foo2(i1;f1; (temp void) 0:87 'i' (temp int) 0:87 'f' (temp float) -0:89 Function Call: foo3(b1; (global void) +0:89 Function Call: foo3(b1; (temp void) 0:89 'b' (temp bool) -0:90 Function Call: foo3(b1; (global void) +0:90 Function Call: foo3(b1; (temp void) 0:90 Convert double to bool (temp bool) 0:90 'd' (temp double) -0:91 Function Call: foo3(b1; (global void) +0:91 Function Call: foo3(b1; (temp void) 0:91 Convert uint to bool (temp bool) 0:91 'u' (temp uint) -0:92 Function Call: foo3(b1; (global void) +0:92 Function Call: foo3(b1; (temp void) 0:92 Convert int to bool (temp bool) 0:92 'i' (temp int) -0:93 Function Call: foo3(b1; (global void) +0:93 Function Call: foo3(b1; (temp void) 0:93 Convert float to bool (temp bool) 0:93 'f' (temp float) -0:95 Function Call: foo4(u1; (global void) +0:95 Function Call: foo4(u1; (temp void) 0:95 Convert bool to uint (temp uint) 0:95 'b' (temp bool) -0:96 Function Call: foo4(u1; (global void) +0:96 Function Call: foo4(u1; (temp void) 0:96 Convert double to uint (temp uint) 0:96 'd' (temp double) -0:97 Function Call: foo4(u1; (global void) +0:97 Function Call: foo4(u1; (temp void) 0:97 'u' (temp uint) -0:98 Function Call: foo4(u1; (global void) +0:98 Function Call: foo4(u1; (temp void) 0:98 Convert int to uint (temp uint) 0:98 'i' (temp int) -0:99 Function Call: foo4(u1; (global void) +0:99 Function Call: foo4(u1; (temp void) 0:99 Convert float to uint (temp uint) 0:99 'f' (temp float) -0:101 Function Call: foo5(i1; (global void) +0:101 Function Call: foo5(i1; (temp void) 0:101 Convert bool to int (temp int) 0:101 'b' (temp bool) -0:102 Function Call: foo5(i1; (global void) +0:102 Function Call: foo5(i1; (temp void) 0:102 Convert double to int (temp int) 0:102 'd' (temp double) -0:103 Function Call: foo5(i1; (global void) +0:103 Function Call: foo5(i1; (temp void) 0:103 Convert uint to int (temp int) 0:103 'u' (temp uint) -0:104 Function Call: foo5(i1; (global void) +0:104 Function Call: foo5(i1; (temp void) 0:104 'i' (temp int) -0:105 Function Call: foo5(i1; (global void) +0:105 Function Call: foo5(i1; (temp void) 0:105 Convert float to int (temp int) 0:105 'f' (temp float) -0:107 Function Call: foo6(f1; (global void) +0:107 Function Call: foo6(f1; (temp void) 0:107 Convert bool to float (temp float) 0:107 'b' (temp bool) -0:108 Function Call: foo6(f1; (global void) +0:108 Function Call: foo6(f1; (temp void) 0:108 Convert double to float (temp float) 0:108 'd' (temp double) -0:109 Function Call: foo6(f1; (global void) +0:109 Function Call: foo6(f1; (temp void) 0:109 Convert uint to float (temp float) 0:109 'u' (temp uint) -0:110 Function Call: foo6(f1; (global void) +0:110 Function Call: foo6(f1; (temp void) 0:110 Convert int to float (temp float) 0:110 'i' (temp int) -0:111 Function Call: foo6(f1; (global void) +0:111 Function Call: foo6(f1; (temp void) 0:111 'f' (temp float) -0:113 Function Call: foo7(d1; (global void) +0:113 Function Call: foo7(d1; (temp void) 0:113 Convert bool to double (temp double) 0:113 'b' (temp bool) -0:114 Function Call: foo7(d1; (global void) +0:114 Function Call: foo7(d1; (temp void) 0:114 'd' (temp double) -0:115 Function Call: foo7(d1; (global void) +0:115 Function Call: foo7(d1; (temp void) 0:115 Convert uint to double (temp double) 0:115 'u' (temp uint) -0:116 Function Call: foo7(d1; (global void) +0:116 Function Call: foo7(d1; (temp void) 0:116 Convert int to double (temp double) 0:116 'i' (temp int) -0:117 Function Call: foo7(d1; (global void) +0:117 Function Call: foo7(d1; (temp void) 0:117 Convert float to double (temp double) 0:117 'f' (temp float) -0:119 Function Call: foo8(f1; (global void) +0:119 Function Call: foo8(f1; (temp void) 0:119 Convert bool to float (temp float) 0:119 'b' (temp bool) -0:120 Function Call: foo8(f1; (global void) +0:120 Function Call: foo8(f1; (temp void) 0:120 Convert uint to float (temp float) 0:120 'u' (temp uint) -0:121 Function Call: foo8(f1; (global void) +0:121 Function Call: foo8(f1; (temp void) 0:121 Convert int to float (temp float) 0:121 'i' (temp int) -0:123 Function Call: foo9(i1; (global void) +0:123 Function Call: foo9(i1; (temp void) 0:123 Convert bool to int (temp int) 0:123 'b' (temp bool) -0:124 Function Call: foo9(u1; (global void) +0:124 Function Call: foo9(u1; (temp void) 0:124 Convert float to uint (temp uint) 0:124 'f' (temp float) -0:125 Function Call: foo9(u1; (global void) +0:125 Function Call: foo9(u1; (temp void) 0:125 Convert double to uint (temp uint) 0:125 'd' (temp double) -0:127 Function Call: foo10(i1; (global void) +0:127 Function Call: foo10(i1; (temp void) 0:127 Convert uint to int (temp int) 0:127 'u' (temp uint) -0:128 Function Call: foo10(i1; (global void) +0:128 Function Call: foo10(i1; (temp void) 0:128 Convert float to int (temp int) 0:128 'f' (temp float) -0:129 Function Call: foo10(i1; (global void) +0:129 Function Call: foo10(i1; (temp void) 0:129 Convert double to int (temp int) 0:129 'd' (temp double) -0:131 Function Call: foo11(u1; (global void) +0:131 Function Call: foo11(u1; (temp void) 0:131 Convert bool to uint (temp uint) 0:131 'b' (temp bool) -0:132 Function Call: foo11(d1; (global void) +0:132 Function Call: foo11(d1; (temp void) 0:132 Convert float to double (temp double) 0:132 'f' (temp float) -0:133 Function Call: foo12(vd3; (global void) +0:133 Function Call: foo12(vd3; (temp void) 0:133 Convert float to double (temp 3-component vector of double) 0:133 Construct vec3 (temp 3-component vector of float) 0:133 'f' (temp float) -0:134 Function Call: foo16(vu2; (global void) +0:134 Function Call: foo16(vu2; (temp void) 0:? Convert int to uint (temp 2-component vector of uint) 0:? Construct ivec2 (temp 2-component vector of int) 0:134 'i' (temp int) 0:134 'i' (temp int) -0:136 Function Call: foo13(vf3; (global void) +0:136 Function Call: foo13(vf3; (temp void) 0:136 Construct vec3 (in 3-component vector of float) 0:136 'f' (temp float) -0:137 Function Call: foo14(vi1; (global void) +0:137 Function Call: foo14(vi1; (temp void) 0:137 Construct int (in 1-component vector of int) 0:137 Construct ivec4 (temp 4-component vector of int) 0:137 'i' (temp int) -0:138 Function Call: foo15(vb1; (global void) +0:138 Function Call: foo15(vb1; (temp void) 0:138 Construct bool (in 1-component vector of bool) 0:138 'b' (temp bool) -0:139 Function Call: foo15(vb1; (global void) +0:139 Function Call: foo15(vb1; (temp void) 0:139 Construct bool (in 1-component vector of bool) 0:139 Construct bvec3 (temp 3-component vector of bool) 0:139 'b' (temp bool) @@ -364,349 +364,349 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: foo1(d1;b1; (global void) +0:2 Function Definition: foo1(d1;b1; (temp void) 0:2 Function Parameters: 0:2 'a' (in double) 0:2 'b' (in bool) -0:3 Function Definition: foo1(d1;u1; (global void) +0:3 Function Definition: foo1(d1;u1; (temp void) 0:3 Function Parameters: 0:3 'a' (in double) 0:3 'b' (in uint) -0:4 Function Definition: foo1(d1;i1; (global void) +0:4 Function Definition: foo1(d1;i1; (temp void) 0:4 Function Parameters: 0:4 'a' (in double) 0:4 'b' (in int) -0:5 Function Definition: foo1(d1;f1; (global void) +0:5 Function Definition: foo1(d1;f1; (temp void) 0:5 Function Parameters: 0:5 'a' (in double) 0:5 'b' (in float) -0:6 Function Definition: foo1(d1;d1; (global void) +0:6 Function Definition: foo1(d1;d1; (temp void) 0:6 Function Parameters: 0:6 'a' (in double) 0:6 'b' (in double) -0:9 Function Definition: foo2(i1;b1; (global void) +0:9 Function Definition: foo2(i1;b1; (temp void) 0:9 Function Parameters: 0:9 'a' (in int) 0:9 'b' (in bool) -0:10 Function Definition: foo2(i1;u1; (global void) +0:10 Function Definition: foo2(i1;u1; (temp void) 0:10 Function Parameters: 0:10 'a' (in int) 0:10 'b' (in uint) -0:11 Function Definition: foo2(i1;i1; (global void) +0:11 Function Definition: foo2(i1;i1; (temp void) 0:11 Function Parameters: 0:11 'a' (in int) 0:11 'b' (in int) -0:12 Function Definition: foo2(i1;f1; (global void) +0:12 Function Definition: foo2(i1;f1; (temp void) 0:12 Function Parameters: 0:12 'a' (in int) 0:12 'b' (in float) -0:13 Function Definition: foo2(i1;d1; (global void) +0:13 Function Definition: foo2(i1;d1; (temp void) 0:13 Function Parameters: 0:13 'a' (in int) 0:13 'b' (in double) -0:16 Function Definition: foo3(b1; (global void) +0:16 Function Definition: foo3(b1; (temp void) 0:16 Function Parameters: 0:16 'b' (in bool) -0:17 Function Definition: foo4(u1; (global void) +0:17 Function Definition: foo4(u1; (temp void) 0:17 Function Parameters: 0:17 'b' (in uint) -0:18 Function Definition: foo5(i1; (global void) +0:18 Function Definition: foo5(i1; (temp void) 0:18 Function Parameters: 0:18 'b' (in int) -0:19 Function Definition: foo6(f1; (global void) +0:19 Function Definition: foo6(f1; (temp void) 0:19 Function Parameters: 0:19 'b' (in float) -0:20 Function Definition: foo7(d1; (global void) +0:20 Function Definition: foo7(d1; (temp void) 0:20 Function Parameters: 0:20 'b' (in double) -0:23 Function Definition: foo8(f1; (global void) +0:23 Function Definition: foo8(f1; (temp void) 0:23 Function Parameters: 0:23 '' (in float) -0:24 Function Definition: foo8(d1; (global void) +0:24 Function Definition: foo8(d1; (temp void) 0:24 Function Parameters: 0:24 '' (in double) -0:25 Function Definition: foo9(i1; (global void) +0:25 Function Definition: foo9(i1; (temp void) 0:25 Function Parameters: 0:25 '' (in int) -0:26 Function Definition: foo9(u1; (global void) +0:26 Function Definition: foo9(u1; (temp void) 0:26 Function Parameters: 0:26 '' (in uint) -0:27 Function Definition: foo10(b1; (global void) +0:27 Function Definition: foo10(b1; (temp void) 0:27 Function Parameters: 0:27 '' (in bool) -0:28 Function Definition: foo10(i1; (global void) +0:28 Function Definition: foo10(i1; (temp void) 0:28 Function Parameters: 0:28 '' (in int) -0:31 Function Definition: foo11(vf3; (global void) +0:31 Function Definition: foo11(vf3; (temp void) 0:31 Function Parameters: 0:31 '' (in 3-component vector of float) -0:32 Function Definition: foo11(d1; (global void) +0:32 Function Definition: foo11(d1; (temp void) 0:32 Function Parameters: 0:32 '' (in double) -0:33 Function Definition: foo11(vi3; (global void) +0:33 Function Definition: foo11(vi3; (temp void) 0:33 Function Parameters: 0:33 '' (in 3-component vector of int) -0:34 Function Definition: foo11(u1; (global void) +0:34 Function Definition: foo11(u1; (temp void) 0:34 Function Parameters: 0:34 '' (in uint) -0:35 Function Definition: foo12(vf1; (global void) +0:35 Function Definition: foo12(vf1; (temp void) 0:35 Function Parameters: 0:35 '' (in 1-component vector of float) -0:36 Function Definition: foo12(vd3; (global void) +0:36 Function Definition: foo12(vd3; (temp void) 0:36 Function Parameters: 0:36 '' (in 3-component vector of double) -0:37 Function Definition: foo16(u1; (global void) +0:37 Function Definition: foo16(u1; (temp void) 0:37 Function Parameters: 0:37 '' (in uint) -0:38 Function Definition: foo16(vu2; (global void) +0:38 Function Definition: foo16(vu2; (temp void) 0:38 Function Parameters: 0:38 '' (in 2-component vector of uint) -0:41 Function Definition: foo13(vf3; (global void) +0:41 Function Definition: foo13(vf3; (temp void) 0:41 Function Parameters: 0:41 '' (in 3-component vector of float) -0:42 Function Definition: foo14(vi1; (global void) +0:42 Function Definition: foo14(vi1; (temp void) 0:42 Function Parameters: 0:42 '' (in 1-component vector of int) -0:43 Function Definition: foo15(vb1; (global void) +0:43 Function Definition: foo15(vb1; (temp void) 0:43 Function Parameters: 0:43 '' (in 1-component vector of bool) -0:46 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:46 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:46 Function Parameters: 0:46 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence -0:53 Function Call: foo1(d1;b1; (global void) +0:53 Function Call: foo1(d1;b1; (temp void) 0:53 'd' (temp double) 0:53 'b' (temp bool) -0:54 Function Call: foo1(d1;d1; (global void) +0:54 Function Call: foo1(d1;d1; (temp void) 0:54 'd' (temp double) 0:54 'd' (temp double) -0:55 Function Call: foo1(d1;u1; (global void) +0:55 Function Call: foo1(d1;u1; (temp void) 0:55 'd' (temp double) 0:55 'u' (temp uint) -0:56 Function Call: foo1(d1;i1; (global void) +0:56 Function Call: foo1(d1;i1; (temp void) 0:56 'd' (temp double) 0:56 'i' (temp int) -0:57 Function Call: foo1(d1;f1; (global void) +0:57 Function Call: foo1(d1;f1; (temp void) 0:57 'd' (temp double) 0:57 'f' (temp float) -0:59 Function Call: foo1(d1;b1; (global void) +0:59 Function Call: foo1(d1;b1; (temp void) 0:59 Convert float to double (temp double) 0:59 'f' (temp float) 0:59 'b' (temp bool) -0:60 Function Call: foo1(d1;d1; (global void) +0:60 Function Call: foo1(d1;d1; (temp void) 0:60 Convert float to double (temp double) 0:60 'f' (temp float) 0:60 'd' (temp double) -0:61 Function Call: foo1(d1;u1; (global void) +0:61 Function Call: foo1(d1;u1; (temp void) 0:61 Convert float to double (temp double) 0:61 'f' (temp float) 0:61 'u' (temp uint) -0:62 Function Call: foo1(d1;i1; (global void) +0:62 Function Call: foo1(d1;i1; (temp void) 0:62 Convert float to double (temp double) 0:62 'f' (temp float) 0:62 'i' (temp int) -0:63 Function Call: foo1(d1;f1; (global void) +0:63 Function Call: foo1(d1;f1; (temp void) 0:63 Convert float to double (temp double) 0:63 'f' (temp float) 0:63 'f' (temp float) -0:65 Function Call: foo1(d1;b1; (global void) +0:65 Function Call: foo1(d1;b1; (temp void) 0:65 Convert uint to double (temp double) 0:65 'u' (temp uint) 0:65 'b' (temp bool) -0:66 Function Call: foo1(d1;d1; (global void) +0:66 Function Call: foo1(d1;d1; (temp void) 0:66 Convert uint to double (temp double) 0:66 'u' (temp uint) 0:66 'd' (temp double) -0:67 Function Call: foo1(d1;u1; (global void) +0:67 Function Call: foo1(d1;u1; (temp void) 0:67 Convert uint to double (temp double) 0:67 'u' (temp uint) 0:67 'u' (temp uint) -0:68 Function Call: foo1(d1;i1; (global void) +0:68 Function Call: foo1(d1;i1; (temp void) 0:68 Convert uint to double (temp double) 0:68 'u' (temp uint) 0:68 'i' (temp int) -0:69 Function Call: foo1(d1;f1; (global void) +0:69 Function Call: foo1(d1;f1; (temp void) 0:69 Convert uint to double (temp double) 0:69 'u' (temp uint) 0:69 'f' (temp float) -0:71 Function Call: foo1(d1;b1; (global void) +0:71 Function Call: foo1(d1;b1; (temp void) 0:71 Convert int to double (temp double) 0:71 'i' (temp int) 0:71 'b' (temp bool) -0:72 Function Call: foo1(d1;d1; (global void) +0:72 Function Call: foo1(d1;d1; (temp void) 0:72 Convert int to double (temp double) 0:72 'i' (temp int) 0:72 'd' (temp double) -0:73 Function Call: foo1(d1;u1; (global void) +0:73 Function Call: foo1(d1;u1; (temp void) 0:73 Convert int to double (temp double) 0:73 'i' (temp int) 0:73 'u' (temp uint) -0:74 Function Call: foo1(d1;i1; (global void) +0:74 Function Call: foo1(d1;i1; (temp void) 0:74 Convert int to double (temp double) 0:74 'i' (temp int) 0:74 'i' (temp int) -0:75 Function Call: foo1(d1;f1; (global void) +0:75 Function Call: foo1(d1;f1; (temp void) 0:75 Convert int to double (temp double) 0:75 'i' (temp int) 0:75 'f' (temp float) -0:77 Function Call: foo2(i1;b1; (global void) +0:77 Function Call: foo2(i1;b1; (temp void) 0:77 Convert uint to int (temp int) 0:77 'u' (temp uint) 0:77 'b' (temp bool) -0:78 Function Call: foo2(i1;d1; (global void) +0:78 Function Call: foo2(i1;d1; (temp void) 0:78 Convert uint to int (temp int) 0:78 'u' (temp uint) 0:78 'd' (temp double) -0:79 Function Call: foo2(i1;u1; (global void) +0:79 Function Call: foo2(i1;u1; (temp void) 0:79 Convert uint to int (temp int) 0:79 'u' (temp uint) 0:79 'u' (temp uint) -0:80 Function Call: foo2(i1;i1; (global void) +0:80 Function Call: foo2(i1;i1; (temp void) 0:80 Convert uint to int (temp int) 0:80 'u' (temp uint) 0:80 'i' (temp int) -0:81 Function Call: foo2(i1;f1; (global void) +0:81 Function Call: foo2(i1;f1; (temp void) 0:81 Convert uint to int (temp int) 0:81 'u' (temp uint) 0:81 'f' (temp float) -0:83 Function Call: foo2(i1;b1; (global void) +0:83 Function Call: foo2(i1;b1; (temp void) 0:83 'i' (temp int) 0:83 'b' (temp bool) -0:84 Function Call: foo2(i1;d1; (global void) +0:84 Function Call: foo2(i1;d1; (temp void) 0:84 'i' (temp int) 0:84 'd' (temp double) -0:85 Function Call: foo2(i1;u1; (global void) +0:85 Function Call: foo2(i1;u1; (temp void) 0:85 'i' (temp int) 0:85 'u' (temp uint) -0:86 Function Call: foo2(i1;i1; (global void) +0:86 Function Call: foo2(i1;i1; (temp void) 0:86 'i' (temp int) 0:86 'i' (temp int) -0:87 Function Call: foo2(i1;f1; (global void) +0:87 Function Call: foo2(i1;f1; (temp void) 0:87 'i' (temp int) 0:87 'f' (temp float) -0:89 Function Call: foo3(b1; (global void) +0:89 Function Call: foo3(b1; (temp void) 0:89 'b' (temp bool) -0:90 Function Call: foo3(b1; (global void) +0:90 Function Call: foo3(b1; (temp void) 0:90 Convert double to bool (temp bool) 0:90 'd' (temp double) -0:91 Function Call: foo3(b1; (global void) +0:91 Function Call: foo3(b1; (temp void) 0:91 Convert uint to bool (temp bool) 0:91 'u' (temp uint) -0:92 Function Call: foo3(b1; (global void) +0:92 Function Call: foo3(b1; (temp void) 0:92 Convert int to bool (temp bool) 0:92 'i' (temp int) -0:93 Function Call: foo3(b1; (global void) +0:93 Function Call: foo3(b1; (temp void) 0:93 Convert float to bool (temp bool) 0:93 'f' (temp float) -0:95 Function Call: foo4(u1; (global void) +0:95 Function Call: foo4(u1; (temp void) 0:95 Convert bool to uint (temp uint) 0:95 'b' (temp bool) -0:96 Function Call: foo4(u1; (global void) +0:96 Function Call: foo4(u1; (temp void) 0:96 Convert double to uint (temp uint) 0:96 'd' (temp double) -0:97 Function Call: foo4(u1; (global void) +0:97 Function Call: foo4(u1; (temp void) 0:97 'u' (temp uint) -0:98 Function Call: foo4(u1; (global void) +0:98 Function Call: foo4(u1; (temp void) 0:98 Convert int to uint (temp uint) 0:98 'i' (temp int) -0:99 Function Call: foo4(u1; (global void) +0:99 Function Call: foo4(u1; (temp void) 0:99 Convert float to uint (temp uint) 0:99 'f' (temp float) -0:101 Function Call: foo5(i1; (global void) +0:101 Function Call: foo5(i1; (temp void) 0:101 Convert bool to int (temp int) 0:101 'b' (temp bool) -0:102 Function Call: foo5(i1; (global void) +0:102 Function Call: foo5(i1; (temp void) 0:102 Convert double to int (temp int) 0:102 'd' (temp double) -0:103 Function Call: foo5(i1; (global void) +0:103 Function Call: foo5(i1; (temp void) 0:103 Convert uint to int (temp int) 0:103 'u' (temp uint) -0:104 Function Call: foo5(i1; (global void) +0:104 Function Call: foo5(i1; (temp void) 0:104 'i' (temp int) -0:105 Function Call: foo5(i1; (global void) +0:105 Function Call: foo5(i1; (temp void) 0:105 Convert float to int (temp int) 0:105 'f' (temp float) -0:107 Function Call: foo6(f1; (global void) +0:107 Function Call: foo6(f1; (temp void) 0:107 Convert bool to float (temp float) 0:107 'b' (temp bool) -0:108 Function Call: foo6(f1; (global void) +0:108 Function Call: foo6(f1; (temp void) 0:108 Convert double to float (temp float) 0:108 'd' (temp double) -0:109 Function Call: foo6(f1; (global void) +0:109 Function Call: foo6(f1; (temp void) 0:109 Convert uint to float (temp float) 0:109 'u' (temp uint) -0:110 Function Call: foo6(f1; (global void) +0:110 Function Call: foo6(f1; (temp void) 0:110 Convert int to float (temp float) 0:110 'i' (temp int) -0:111 Function Call: foo6(f1; (global void) +0:111 Function Call: foo6(f1; (temp void) 0:111 'f' (temp float) -0:113 Function Call: foo7(d1; (global void) +0:113 Function Call: foo7(d1; (temp void) 0:113 Convert bool to double (temp double) 0:113 'b' (temp bool) -0:114 Function Call: foo7(d1; (global void) +0:114 Function Call: foo7(d1; (temp void) 0:114 'd' (temp double) -0:115 Function Call: foo7(d1; (global void) +0:115 Function Call: foo7(d1; (temp void) 0:115 Convert uint to double (temp double) 0:115 'u' (temp uint) -0:116 Function Call: foo7(d1; (global void) +0:116 Function Call: foo7(d1; (temp void) 0:116 Convert int to double (temp double) 0:116 'i' (temp int) -0:117 Function Call: foo7(d1; (global void) +0:117 Function Call: foo7(d1; (temp void) 0:117 Convert float to double (temp double) 0:117 'f' (temp float) -0:119 Function Call: foo8(f1; (global void) +0:119 Function Call: foo8(f1; (temp void) 0:119 Convert bool to float (temp float) 0:119 'b' (temp bool) -0:120 Function Call: foo8(f1; (global void) +0:120 Function Call: foo8(f1; (temp void) 0:120 Convert uint to float (temp float) 0:120 'u' (temp uint) -0:121 Function Call: foo8(f1; (global void) +0:121 Function Call: foo8(f1; (temp void) 0:121 Convert int to float (temp float) 0:121 'i' (temp int) -0:123 Function Call: foo9(i1; (global void) +0:123 Function Call: foo9(i1; (temp void) 0:123 Convert bool to int (temp int) 0:123 'b' (temp bool) -0:124 Function Call: foo9(u1; (global void) +0:124 Function Call: foo9(u1; (temp void) 0:124 Convert float to uint (temp uint) 0:124 'f' (temp float) -0:125 Function Call: foo9(u1; (global void) +0:125 Function Call: foo9(u1; (temp void) 0:125 Convert double to uint (temp uint) 0:125 'd' (temp double) -0:127 Function Call: foo10(i1; (global void) +0:127 Function Call: foo10(i1; (temp void) 0:127 Convert uint to int (temp int) 0:127 'u' (temp uint) -0:128 Function Call: foo10(i1; (global void) +0:128 Function Call: foo10(i1; (temp void) 0:128 Convert float to int (temp int) 0:128 'f' (temp float) -0:129 Function Call: foo10(i1; (global void) +0:129 Function Call: foo10(i1; (temp void) 0:129 Convert double to int (temp int) 0:129 'd' (temp double) -0:131 Function Call: foo11(u1; (global void) +0:131 Function Call: foo11(u1; (temp void) 0:131 Convert bool to uint (temp uint) 0:131 'b' (temp bool) -0:132 Function Call: foo11(d1; (global void) +0:132 Function Call: foo11(d1; (temp void) 0:132 Convert float to double (temp double) 0:132 'f' (temp float) -0:133 Function Call: foo12(vd3; (global void) +0:133 Function Call: foo12(vd3; (temp void) 0:133 Convert float to double (temp 3-component vector of double) 0:133 Construct vec3 (temp 3-component vector of float) 0:133 'f' (temp float) -0:134 Function Call: foo16(vu2; (global void) +0:134 Function Call: foo16(vu2; (temp void) 0:? Convert int to uint (temp 2-component vector of uint) 0:? Construct ivec2 (temp 2-component vector of int) 0:134 'i' (temp int) 0:134 'i' (temp int) -0:136 Function Call: foo13(vf3; (global void) +0:136 Function Call: foo13(vf3; (temp void) 0:136 Construct vec3 (in 3-component vector of float) 0:136 'f' (temp float) -0:137 Function Call: foo14(vi1; (global void) +0:137 Function Call: foo14(vi1; (temp void) 0:137 Construct int (in 1-component vector of int) 0:137 Construct ivec4 (temp 4-component vector of int) 0:137 'i' (temp int) -0:138 Function Call: foo15(vb1; (global void) +0:138 Function Call: foo15(vb1; (temp void) 0:138 Construct bool (in 1-component vector of bool) 0:138 'b' (temp bool) -0:139 Function Call: foo15(vb1; (global void) +0:139 Function Call: foo15(vb1; (temp void) 0:139 Construct bool (in 1-component vector of bool) 0:139 Construct bvec3 (temp 3-component vector of bool) 0:139 'b' (temp bool) diff --git a/Test/baseResults/hlsl.pp.line.frag.out b/Test/baseResults/hlsl.pp.line.frag.out index 95a2f25a6..281b680b2 100644 --- a/Test/baseResults/hlsl.pp.line.frag.out +++ b/Test/baseResults/hlsl.pp.line.frag.out @@ -2,7 +2,7 @@ hlsl.pp.line.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:4 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:4 Function Parameters: 0:? Sequence 0:124 Sequence @@ -57,7 +57,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:4 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:4 Function Parameters: 0:? Sequence 0:124 Sequence diff --git a/Test/baseResults/hlsl.precedence.frag.out b/Test/baseResults/hlsl.precedence.frag.out index e6338470c..1e18a405b 100755 --- a/Test/baseResults/hlsl.precedence.frag.out +++ b/Test/baseResults/hlsl.precedence.frag.out @@ -2,7 +2,7 @@ hlsl.precedence.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float) +0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float) 0:7 Function Parameters: 0:7 'a1' (layout(location=0 ) in 4-component vector of float) 0:7 'a2' (layout(location=1 ) in 4-component vector of float) @@ -59,7 +59,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float) +0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float) 0:7 Function Parameters: 0:7 'a1' (layout(location=0 ) in 4-component vector of float) 0:7 'a2' (layout(location=1 ) in 4-component vector of float) diff --git a/Test/baseResults/hlsl.precedence2.frag.out b/Test/baseResults/hlsl.precedence2.frag.out index 7021837b7..64cce2c73 100755 --- a/Test/baseResults/hlsl.precedence2.frag.out +++ b/Test/baseResults/hlsl.precedence2.frag.out @@ -2,7 +2,7 @@ hlsl.precedence2.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int) +0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int) 0:7 Function Parameters: 0:7 'a1' (layout(location=0 ) in int) 0:7 'a2' (layout(location=1 ) in int) @@ -42,7 +42,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int) +0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int) 0:7 Function Parameters: 0:7 'a1' (layout(location=0 ) in int) 0:7 'a2' (layout(location=1 ) in int) diff --git a/Test/baseResults/hlsl.precise.frag.out b/Test/baseResults/hlsl.precise.frag.out index d76dc3f00..40b6c4d9c 100644 --- a/Test/baseResults/hlsl.precise.frag.out +++ b/Test/baseResults/hlsl.precise.frag.out @@ -2,11 +2,11 @@ hlsl.precise.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:6 Function Definition: MyFunction(f1;vf3; (global void) +0:6 Function Definition: MyFunction(f1;vf3; (temp void) 0:6 Function Parameters: 0:6 'myfloat' (noContraction in float) 0:6 'myfloat3' (noContraction out 3-component vector of float) -0:9 Function Definition: main( (global structure{noContraction temp 4-component vector of float color}) +0:9 Function Definition: main( (temp structure{noContraction temp 4-component vector of float color}) 0:9 Function Parameters: 0:? Sequence 0:11 move second child to first child (noContraction temp 4-component vector of float) @@ -39,11 +39,11 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:6 Function Definition: MyFunction(f1;vf3; (global void) +0:6 Function Definition: MyFunction(f1;vf3; (temp void) 0:6 Function Parameters: 0:6 'myfloat' (noContraction in float) 0:6 'myfloat3' (noContraction out 3-component vector of float) -0:9 Function Definition: main( (global structure{noContraction temp 4-component vector of float color}) +0:9 Function Definition: main( (temp structure{noContraction temp 4-component vector of float color}) 0:9 Function Parameters: 0:? Sequence 0:11 move second child to first child (noContraction temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.promotions.frag.out b/Test/baseResults/hlsl.promotions.frag.out index 3f1c78863..25238beb8 100644 --- a/Test/baseResults/hlsl.promotions.frag.out +++ b/Test/baseResults/hlsl.promotions.frag.out @@ -2,472 +2,748 @@ hlsl.promotions.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:19 Function Definition: Fn_F3(vf3; (global void) +0:19 Function Definition: Fn_F3(vf3; (temp void) 0:19 Function Parameters: 0:19 'x' (in 3-component vector of float) -0:20 Function Definition: Fn_I3(vi3; (global void) +0:20 Function Definition: Fn_I3(vi3; (temp void) 0:20 Function Parameters: 0:20 'x' (in 3-component vector of int) -0:21 Function Definition: Fn_U3(vu3; (global void) +0:21 Function Definition: Fn_U3(vu3; (temp void) 0:21 Function Parameters: 0:21 'x' (in 3-component vector of uint) -0:22 Function Definition: Fn_B3(vb3; (global void) +0:22 Function Definition: Fn_B3(vb3; (temp void) 0:22 Function Parameters: 0:22 'x' (in 3-component vector of bool) -0:23 Function Definition: Fn_D3(vd3; (global void) +0:23 Function Definition: Fn_D3(vd3; (temp void) 0:23 Function Parameters: 0:23 'x' (in 3-component vector of double) -0:26 Function Definition: Fn_R_F3I(vf3; (global 3-component vector of float) +0:26 Function Definition: Fn_R_F3I(vf3; (temp 3-component vector of float) 0:26 Function Parameters: 0:26 'p' (out 3-component vector of float) 0:? Sequence 0:26 move second child to first child (temp 3-component vector of float) 0:26 'p' (out 3-component vector of float) 0:26 Convert int to float (temp 3-component vector of float) -0:26 'i3' (uniform 3-component vector of int) +0:26 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:26 Constant: +0:26 0 (const uint) 0:26 Branch: Return with expression 0:26 Convert int to float (temp 3-component vector of float) -0:26 'i3' (uniform 3-component vector of int) -0:27 Function Definition: Fn_R_F3U(vf3; (global 3-component vector of float) +0:26 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:26 Constant: +0:26 0 (const uint) +0:27 Function Definition: Fn_R_F3U(vf3; (temp 3-component vector of float) 0:27 Function Parameters: 0:27 'p' (out 3-component vector of float) 0:? Sequence 0:27 move second child to first child (temp 3-component vector of float) 0:27 'p' (out 3-component vector of float) 0:27 Convert uint to float (temp 3-component vector of float) -0:27 'u3' (uniform 3-component vector of uint) +0:27 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:27 Constant: +0:27 3 (const uint) 0:27 Branch: Return with expression 0:27 Convert uint to float (temp 3-component vector of float) -0:27 'u3' (uniform 3-component vector of uint) -0:28 Function Definition: Fn_R_F3B(vf3; (global 3-component vector of float) +0:27 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:27 Constant: +0:27 3 (const uint) +0:28 Function Definition: Fn_R_F3B(vf3; (temp 3-component vector of float) 0:28 Function Parameters: 0:28 'p' (out 3-component vector of float) 0:? Sequence 0:28 move second child to first child (temp 3-component vector of float) 0:28 'p' (out 3-component vector of float) 0:28 Convert bool to float (temp 3-component vector of float) -0:28 'b3' (uniform 3-component vector of bool) +0:28 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:28 Constant: +0:28 1 (const uint) 0:28 Branch: Return with expression 0:28 Convert bool to float (temp 3-component vector of float) -0:28 'b3' (uniform 3-component vector of bool) -0:29 Function Definition: Fn_R_F3D(vf3; (global 3-component vector of float) +0:28 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:28 Constant: +0:28 1 (const uint) +0:29 Function Definition: Fn_R_F3D(vf3; (temp 3-component vector of float) 0:29 Function Parameters: 0:29 'p' (out 3-component vector of float) 0:? Sequence 0:29 move second child to first child (temp 3-component vector of float) 0:29 'p' (out 3-component vector of float) 0:29 Convert double to float (temp 3-component vector of float) -0:29 'd3' (uniform 3-component vector of double) +0:29 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:29 Constant: +0:29 4 (const uint) 0:29 Branch: Return with expression 0:29 Convert double to float (temp 3-component vector of float) -0:29 'd3' (uniform 3-component vector of double) -0:31 Function Definition: Fn_R_I3U(vi3; (global 3-component vector of int) +0:29 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:29 Constant: +0:29 4 (const uint) +0:31 Function Definition: Fn_R_I3U(vi3; (temp 3-component vector of int) 0:31 Function Parameters: 0:31 'p' (out 3-component vector of int) 0:? Sequence 0:31 move second child to first child (temp 3-component vector of int) 0:31 'p' (out 3-component vector of int) 0:31 Convert uint to int (temp 3-component vector of int) -0:31 'u3' (uniform 3-component vector of uint) +0:31 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:31 Constant: +0:31 3 (const uint) 0:31 Branch: Return with expression 0:31 Convert uint to int (temp 3-component vector of int) -0:31 'u3' (uniform 3-component vector of uint) -0:32 Function Definition: Fn_R_I3B(vi3; (global 3-component vector of int) +0:31 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:31 Constant: +0:31 3 (const uint) +0:32 Function Definition: Fn_R_I3B(vi3; (temp 3-component vector of int) 0:32 Function Parameters: 0:32 'p' (out 3-component vector of int) 0:? Sequence 0:32 move second child to first child (temp 3-component vector of int) 0:32 'p' (out 3-component vector of int) 0:32 Convert bool to int (temp 3-component vector of int) -0:32 'b3' (uniform 3-component vector of bool) +0:32 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:32 Constant: +0:32 1 (const uint) 0:32 Branch: Return with expression 0:32 Convert bool to int (temp 3-component vector of int) -0:32 'b3' (uniform 3-component vector of bool) -0:33 Function Definition: Fn_R_I3F(vi3; (global 3-component vector of int) +0:32 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:32 Constant: +0:32 1 (const uint) +0:33 Function Definition: Fn_R_I3F(vi3; (temp 3-component vector of int) 0:33 Function Parameters: 0:33 'p' (out 3-component vector of int) 0:? Sequence 0:33 move second child to first child (temp 3-component vector of int) 0:33 'p' (out 3-component vector of int) 0:33 Convert float to int (temp 3-component vector of int) -0:33 'f3' (uniform 3-component vector of float) +0:33 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:33 Constant: +0:33 2 (const uint) 0:33 Branch: Return with expression 0:33 Convert float to int (temp 3-component vector of int) -0:33 'f3' (uniform 3-component vector of float) -0:34 Function Definition: Fn_R_I3D(vi3; (global 3-component vector of int) +0:33 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:33 Constant: +0:33 2 (const uint) +0:34 Function Definition: Fn_R_I3D(vi3; (temp 3-component vector of int) 0:34 Function Parameters: 0:34 'p' (out 3-component vector of int) 0:? Sequence 0:34 move second child to first child (temp 3-component vector of int) 0:34 'p' (out 3-component vector of int) 0:34 Convert double to int (temp 3-component vector of int) -0:34 'd3' (uniform 3-component vector of double) +0:34 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:34 Constant: +0:34 4 (const uint) 0:34 Branch: Return with expression 0:34 Convert double to int (temp 3-component vector of int) -0:34 'd3' (uniform 3-component vector of double) -0:36 Function Definition: Fn_R_U3I(vu3; (global 3-component vector of uint) +0:34 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:34 Constant: +0:34 4 (const uint) +0:36 Function Definition: Fn_R_U3I(vu3; (temp 3-component vector of uint) 0:36 Function Parameters: 0:36 'p' (out 3-component vector of uint) 0:? Sequence 0:36 move second child to first child (temp 3-component vector of uint) 0:36 'p' (out 3-component vector of uint) 0:36 Convert int to uint (temp 3-component vector of uint) -0:36 'i3' (uniform 3-component vector of int) +0:36 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:36 Constant: +0:36 0 (const uint) 0:36 Branch: Return with expression 0:36 Convert int to uint (temp 3-component vector of uint) -0:36 'i3' (uniform 3-component vector of int) -0:37 Function Definition: Fn_R_U3F(vu3; (global 3-component vector of uint) +0:36 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:36 Constant: +0:36 0 (const uint) +0:37 Function Definition: Fn_R_U3F(vu3; (temp 3-component vector of uint) 0:37 Function Parameters: 0:37 'p' (out 3-component vector of uint) 0:? Sequence 0:37 move second child to first child (temp 3-component vector of uint) 0:37 'p' (out 3-component vector of uint) 0:37 Convert float to uint (temp 3-component vector of uint) -0:37 'f3' (uniform 3-component vector of float) +0:37 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:37 Constant: +0:37 2 (const uint) 0:37 Branch: Return with expression 0:37 Convert float to uint (temp 3-component vector of uint) -0:37 'f3' (uniform 3-component vector of float) -0:38 Function Definition: Fn_R_U3B(vu3; (global 3-component vector of uint) +0:37 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:37 Constant: +0:37 2 (const uint) +0:38 Function Definition: Fn_R_U3B(vu3; (temp 3-component vector of uint) 0:38 Function Parameters: 0:38 'p' (out 3-component vector of uint) 0:? Sequence 0:38 move second child to first child (temp 3-component vector of uint) 0:38 'p' (out 3-component vector of uint) 0:38 Convert bool to uint (temp 3-component vector of uint) -0:38 'b3' (uniform 3-component vector of bool) +0:38 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:38 Constant: +0:38 1 (const uint) 0:38 Branch: Return with expression 0:38 Convert bool to uint (temp 3-component vector of uint) -0:38 'b3' (uniform 3-component vector of bool) -0:39 Function Definition: Fn_R_U3D(vu3; (global 3-component vector of uint) +0:38 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:38 Constant: +0:38 1 (const uint) +0:39 Function Definition: Fn_R_U3D(vu3; (temp 3-component vector of uint) 0:39 Function Parameters: 0:39 'p' (out 3-component vector of uint) 0:? Sequence 0:39 move second child to first child (temp 3-component vector of uint) 0:39 'p' (out 3-component vector of uint) 0:39 Convert double to uint (temp 3-component vector of uint) -0:39 'd3' (uniform 3-component vector of double) +0:39 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:39 Constant: +0:39 4 (const uint) 0:39 Branch: Return with expression 0:39 Convert double to uint (temp 3-component vector of uint) -0:39 'd3' (uniform 3-component vector of double) -0:41 Function Definition: Fn_R_B3I(vb3; (global 3-component vector of bool) +0:39 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:39 Constant: +0:39 4 (const uint) +0:41 Function Definition: Fn_R_B3I(vb3; (temp 3-component vector of bool) 0:41 Function Parameters: 0:41 'p' (out 3-component vector of bool) 0:? Sequence 0:41 move second child to first child (temp 3-component vector of bool) 0:41 'p' (out 3-component vector of bool) 0:41 Convert int to bool (temp 3-component vector of bool) -0:41 'i3' (uniform 3-component vector of int) +0:41 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:41 Constant: +0:41 0 (const uint) 0:41 Branch: Return with expression 0:41 Convert int to bool (temp 3-component vector of bool) -0:41 'i3' (uniform 3-component vector of int) -0:42 Function Definition: Fn_R_B3U(vb3; (global 3-component vector of bool) +0:41 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:41 Constant: +0:41 0 (const uint) +0:42 Function Definition: Fn_R_B3U(vb3; (temp 3-component vector of bool) 0:42 Function Parameters: 0:42 'p' (out 3-component vector of bool) 0:? Sequence 0:42 move second child to first child (temp 3-component vector of bool) 0:42 'p' (out 3-component vector of bool) 0:42 Convert uint to bool (temp 3-component vector of bool) -0:42 'u3' (uniform 3-component vector of uint) +0:42 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:42 Constant: +0:42 3 (const uint) 0:42 Branch: Return with expression 0:42 Convert uint to bool (temp 3-component vector of bool) -0:42 'u3' (uniform 3-component vector of uint) -0:43 Function Definition: Fn_R_B3F(vb3; (global 3-component vector of bool) +0:42 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:42 Constant: +0:42 3 (const uint) +0:43 Function Definition: Fn_R_B3F(vb3; (temp 3-component vector of bool) 0:43 Function Parameters: 0:43 'p' (out 3-component vector of bool) 0:? Sequence 0:43 move second child to first child (temp 3-component vector of bool) 0:43 'p' (out 3-component vector of bool) 0:43 Convert float to bool (temp 3-component vector of bool) -0:43 'f3' (uniform 3-component vector of float) +0:43 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:43 Constant: +0:43 2 (const uint) 0:43 Branch: Return with expression 0:43 Convert float to bool (temp 3-component vector of bool) -0:43 'f3' (uniform 3-component vector of float) -0:44 Function Definition: Fn_R_B3D(vb3; (global 3-component vector of bool) +0:43 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:43 Constant: +0:43 2 (const uint) +0:44 Function Definition: Fn_R_B3D(vb3; (temp 3-component vector of bool) 0:44 Function Parameters: 0:44 'p' (out 3-component vector of bool) 0:? Sequence 0:44 move second child to first child (temp 3-component vector of bool) 0:44 'p' (out 3-component vector of bool) 0:44 Convert double to bool (temp 3-component vector of bool) -0:44 'd3' (uniform 3-component vector of double) +0:44 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:44 Constant: +0:44 4 (const uint) 0:44 Branch: Return with expression 0:44 Convert double to bool (temp 3-component vector of bool) -0:44 'd3' (uniform 3-component vector of double) -0:46 Function Definition: Fn_R_D3I(vd3; (global 3-component vector of double) +0:44 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:44 Constant: +0:44 4 (const uint) +0:46 Function Definition: Fn_R_D3I(vd3; (temp 3-component vector of double) 0:46 Function Parameters: 0:46 'p' (out 3-component vector of double) 0:? Sequence 0:46 move second child to first child (temp 3-component vector of double) 0:46 'p' (out 3-component vector of double) 0:46 Convert int to double (temp 3-component vector of double) -0:46 'i3' (uniform 3-component vector of int) +0:46 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:46 Constant: +0:46 0 (const uint) 0:46 Branch: Return with expression 0:46 Convert int to double (temp 3-component vector of double) -0:46 'i3' (uniform 3-component vector of int) -0:47 Function Definition: Fn_R_D3U(vd3; (global 3-component vector of double) +0:46 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:46 Constant: +0:46 0 (const uint) +0:47 Function Definition: Fn_R_D3U(vd3; (temp 3-component vector of double) 0:47 Function Parameters: 0:47 'p' (out 3-component vector of double) 0:? Sequence 0:47 move second child to first child (temp 3-component vector of double) 0:47 'p' (out 3-component vector of double) 0:47 Convert uint to double (temp 3-component vector of double) -0:47 'u3' (uniform 3-component vector of uint) +0:47 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:47 Constant: +0:47 3 (const uint) 0:47 Branch: Return with expression 0:47 Convert uint to double (temp 3-component vector of double) -0:47 'u3' (uniform 3-component vector of uint) -0:48 Function Definition: Fn_R_D3B(vd3; (global 3-component vector of double) +0:47 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:47 Constant: +0:47 3 (const uint) +0:48 Function Definition: Fn_R_D3B(vd3; (temp 3-component vector of double) 0:48 Function Parameters: 0:48 'p' (out 3-component vector of double) 0:? Sequence 0:48 move second child to first child (temp 3-component vector of double) 0:48 'p' (out 3-component vector of double) 0:48 Convert bool to double (temp 3-component vector of double) -0:48 'b3' (uniform 3-component vector of bool) +0:48 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:48 Constant: +0:48 1 (const uint) 0:48 Branch: Return with expression 0:48 Convert bool to double (temp 3-component vector of double) -0:48 'b3' (uniform 3-component vector of bool) -0:49 Function Definition: Fn_R_D3F(vd3; (global 3-component vector of double) +0:48 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:48 Constant: +0:48 1 (const uint) +0:49 Function Definition: Fn_R_D3F(vd3; (temp 3-component vector of double) 0:49 Function Parameters: 0:49 'p' (out 3-component vector of double) 0:? Sequence 0:49 move second child to first child (temp 3-component vector of double) 0:49 'p' (out 3-component vector of double) 0:49 Convert float to double (temp 3-component vector of double) -0:49 'f3' (uniform 3-component vector of float) +0:49 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:49 Constant: +0:49 2 (const uint) 0:49 Branch: Return with expression 0:49 Convert float to double (temp 3-component vector of double) -0:49 'f3' (uniform 3-component vector of float) -0:52 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:49 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:49 Constant: +0:49 2 (const uint) +0:52 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:52 Function Parameters: 0:? Sequence 0:54 Sequence 0:54 move second child to first child (temp 3-component vector of float) 0:54 'r00' (temp 3-component vector of float) 0:54 Convert int to float (temp 3-component vector of float) -0:54 'i3' (uniform 3-component vector of int) +0:54 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:54 Constant: +0:54 0 (const uint) 0:55 Sequence 0:55 move second child to first child (temp 3-component vector of float) 0:55 'r01' (temp 3-component vector of float) 0:55 Convert bool to float (temp 3-component vector of float) -0:55 'b3' (uniform 3-component vector of bool) +0:55 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:55 Constant: +0:55 1 (const uint) 0:56 Sequence 0:56 move second child to first child (temp 3-component vector of float) 0:56 'r02' (temp 3-component vector of float) 0:56 Convert uint to float (temp 3-component vector of float) -0:56 'u3' (uniform 3-component vector of uint) +0:56 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:56 Constant: +0:56 3 (const uint) 0:57 Sequence 0:57 move second child to first child (temp 3-component vector of float) 0:57 'r03' (temp 3-component vector of float) 0:57 Convert double to float (temp 3-component vector of float) -0:57 'd3' (uniform 3-component vector of double) +0:57 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:57 Constant: +0:57 4 (const uint) 0:59 Sequence 0:59 move second child to first child (temp 3-component vector of int) 0:59 'r10' (temp 3-component vector of int) 0:59 Convert bool to int (temp 3-component vector of int) -0:59 'b3' (uniform 3-component vector of bool) +0:59 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:59 Constant: +0:59 1 (const uint) 0:60 Sequence 0:60 move second child to first child (temp 3-component vector of int) 0:60 'r11' (temp 3-component vector of int) 0:60 Convert uint to int (temp 3-component vector of int) -0:60 'u3' (uniform 3-component vector of uint) +0:60 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:60 Constant: +0:60 3 (const uint) 0:61 Sequence 0:61 move second child to first child (temp 3-component vector of int) 0:61 'r12' (temp 3-component vector of int) 0:61 Convert float to int (temp 3-component vector of int) -0:61 'f3' (uniform 3-component vector of float) +0:61 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:61 Constant: +0:61 2 (const uint) 0:62 Sequence 0:62 move second child to first child (temp 3-component vector of int) 0:62 'r13' (temp 3-component vector of int) 0:62 Convert double to int (temp 3-component vector of int) -0:62 'd3' (uniform 3-component vector of double) +0:62 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:62 Constant: +0:62 4 (const uint) 0:64 Sequence 0:64 move second child to first child (temp 3-component vector of uint) 0:64 'r20' (temp 3-component vector of uint) 0:64 Convert bool to uint (temp 3-component vector of uint) -0:64 'b3' (uniform 3-component vector of bool) +0:64 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:64 Constant: +0:64 1 (const uint) 0:65 Sequence 0:65 move second child to first child (temp 3-component vector of uint) 0:65 'r21' (temp 3-component vector of uint) 0:65 Convert int to uint (temp 3-component vector of uint) -0:65 'i3' (uniform 3-component vector of int) +0:65 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:65 Constant: +0:65 0 (const uint) 0:66 Sequence 0:66 move second child to first child (temp 3-component vector of uint) 0:66 'r22' (temp 3-component vector of uint) 0:66 Convert float to uint (temp 3-component vector of uint) -0:66 'f3' (uniform 3-component vector of float) +0:66 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:66 Constant: +0:66 2 (const uint) 0:67 Sequence 0:67 move second child to first child (temp 3-component vector of uint) 0:67 'r23' (temp 3-component vector of uint) 0:67 Convert double to uint (temp 3-component vector of uint) -0:67 'd3' (uniform 3-component vector of double) +0:67 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:67 Constant: +0:67 4 (const uint) 0:69 Sequence 0:69 move second child to first child (temp 3-component vector of bool) 0:69 'r30' (temp 3-component vector of bool) 0:69 Convert int to bool (temp 3-component vector of bool) -0:69 'i3' (uniform 3-component vector of int) +0:69 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:69 Constant: +0:69 0 (const uint) 0:70 Sequence 0:70 move second child to first child (temp 3-component vector of bool) 0:70 'r31' (temp 3-component vector of bool) 0:70 Convert uint to bool (temp 3-component vector of bool) -0:70 'u3' (uniform 3-component vector of uint) +0:70 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:70 Constant: +0:70 3 (const uint) 0:71 Sequence 0:71 move second child to first child (temp 3-component vector of bool) 0:71 'r32' (temp 3-component vector of bool) 0:71 Convert float to bool (temp 3-component vector of bool) -0:71 'f3' (uniform 3-component vector of float) +0:71 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:71 Constant: +0:71 2 (const uint) 0:72 Sequence 0:72 move second child to first child (temp 3-component vector of bool) 0:72 'r33' (temp 3-component vector of bool) 0:72 Convert double to bool (temp 3-component vector of bool) -0:72 'd3' (uniform 3-component vector of double) +0:72 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:72 Constant: +0:72 4 (const uint) 0:74 Sequence 0:74 move second child to first child (temp 3-component vector of double) 0:74 'r40' (temp 3-component vector of double) 0:74 Convert int to double (temp 3-component vector of double) -0:74 'i3' (uniform 3-component vector of int) +0:74 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:74 Constant: +0:74 0 (const uint) 0:75 Sequence 0:75 move second child to first child (temp 3-component vector of double) 0:75 'r41' (temp 3-component vector of double) 0:75 Convert uint to double (temp 3-component vector of double) -0:75 'u3' (uniform 3-component vector of uint) +0:75 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:75 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:75 Constant: +0:75 3 (const uint) 0:76 Sequence 0:76 move second child to first child (temp 3-component vector of double) 0:76 'r42' (temp 3-component vector of double) 0:76 Convert float to double (temp 3-component vector of double) -0:76 'f3' (uniform 3-component vector of float) +0:76 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:76 Constant: +0:76 2 (const uint) 0:77 Sequence 0:77 move second child to first child (temp 3-component vector of double) 0:77 'r43' (temp 3-component vector of double) 0:77 Convert bool to double (temp 3-component vector of double) -0:77 'b3' (uniform 3-component vector of bool) +0:77 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:77 Constant: +0:77 1 (const uint) 0:80 multiply second child into first child (temp 3-component vector of float) 0:80 'r00' (temp 3-component vector of float) 0:80 Convert int to float (temp 3-component vector of float) -0:80 'i3' (uniform 3-component vector of int) +0:80 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:80 Constant: +0:80 0 (const uint) 0:81 multiply second child into first child (temp 3-component vector of float) 0:81 'r01' (temp 3-component vector of float) 0:81 Convert bool to float (temp 3-component vector of float) -0:81 'b3' (uniform 3-component vector of bool) +0:81 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:81 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:81 Constant: +0:81 1 (const uint) 0:82 multiply second child into first child (temp 3-component vector of float) 0:82 'r02' (temp 3-component vector of float) 0:82 Convert uint to float (temp 3-component vector of float) -0:82 'u3' (uniform 3-component vector of uint) +0:82 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:82 Constant: +0:82 3 (const uint) 0:83 multiply second child into first child (temp 3-component vector of float) 0:83 'r03' (temp 3-component vector of float) 0:83 Convert double to float (temp 3-component vector of float) -0:83 'd3' (uniform 3-component vector of double) +0:83 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:83 Constant: +0:83 4 (const uint) 0:85 multiply second child into first child (temp 3-component vector of int) 0:85 'r10' (temp 3-component vector of int) 0:85 Convert bool to int (temp 3-component vector of int) -0:85 'b3' (uniform 3-component vector of bool) +0:85 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:85 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:85 Constant: +0:85 1 (const uint) 0:86 multiply second child into first child (temp 3-component vector of int) 0:86 'r11' (temp 3-component vector of int) 0:86 Convert uint to int (temp 3-component vector of int) -0:86 'u3' (uniform 3-component vector of uint) +0:86 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:86 Constant: +0:86 3 (const uint) 0:87 multiply second child into first child (temp 3-component vector of int) 0:87 'r12' (temp 3-component vector of int) 0:87 Convert float to int (temp 3-component vector of int) -0:87 'f3' (uniform 3-component vector of float) +0:87 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:87 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:87 Constant: +0:87 2 (const uint) 0:88 multiply second child into first child (temp 3-component vector of int) 0:88 'r13' (temp 3-component vector of int) 0:88 Convert double to int (temp 3-component vector of int) -0:88 'd3' (uniform 3-component vector of double) +0:88 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:88 Constant: +0:88 4 (const uint) 0:90 multiply second child into first child (temp 3-component vector of uint) 0:90 'r20' (temp 3-component vector of uint) 0:90 Convert bool to uint (temp 3-component vector of uint) -0:90 'b3' (uniform 3-component vector of bool) +0:90 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:90 Constant: +0:90 1 (const uint) 0:91 multiply second child into first child (temp 3-component vector of uint) 0:91 'r21' (temp 3-component vector of uint) 0:91 Convert int to uint (temp 3-component vector of uint) -0:91 'i3' (uniform 3-component vector of int) +0:91 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:91 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:91 Constant: +0:91 0 (const uint) 0:92 multiply second child into first child (temp 3-component vector of uint) 0:92 'r22' (temp 3-component vector of uint) 0:92 Convert float to uint (temp 3-component vector of uint) -0:92 'f3' (uniform 3-component vector of float) +0:92 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:92 Constant: +0:92 2 (const uint) 0:93 multiply second child into first child (temp 3-component vector of uint) 0:93 'r23' (temp 3-component vector of uint) 0:93 Convert double to uint (temp 3-component vector of uint) -0:93 'd3' (uniform 3-component vector of double) +0:93 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:93 Constant: +0:93 4 (const uint) 0:97 multiply second child into first child (temp 3-component vector of double) 0:97 'r40' (temp 3-component vector of double) 0:97 Convert int to double (temp 3-component vector of double) -0:97 'i3' (uniform 3-component vector of int) +0:97 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:97 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:97 Constant: +0:97 0 (const uint) 0:98 multiply second child into first child (temp 3-component vector of double) 0:98 'r41' (temp 3-component vector of double) 0:98 Convert uint to double (temp 3-component vector of double) -0:98 'u3' (uniform 3-component vector of uint) +0:98 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:98 Constant: +0:98 3 (const uint) 0:99 multiply second child into first child (temp 3-component vector of double) 0:99 'r42' (temp 3-component vector of double) 0:99 Convert float to double (temp 3-component vector of double) -0:99 'f3' (uniform 3-component vector of float) +0:99 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:99 Constant: +0:99 2 (const uint) 0:100 multiply second child into first child (temp 3-component vector of double) 0:100 'r43' (temp 3-component vector of double) 0:100 Convert bool to double (temp 3-component vector of double) -0:100 'b3' (uniform 3-component vector of bool) +0:100 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:100 Constant: +0:100 1 (const uint) 0:103 vector scale second child into first child (temp 3-component vector of float) 0:103 'r00' (temp 3-component vector of float) 0:103 Convert int to float (temp float) -0:103 'is' (uniform int) +0:103 is: direct index for structure (layout(offset=88 ) uniform int) +0:103 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:103 Constant: +0:103 5 (const uint) 0:104 vector scale second child into first child (temp 3-component vector of float) 0:104 'r01' (temp 3-component vector of float) 0:104 Convert bool to float (temp float) -0:104 'bs' (uniform bool) +0:104 bs: direct index for structure (layout(offset=92 ) uniform bool) +0:104 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:104 Constant: +0:104 6 (const uint) 0:105 vector scale second child into first child (temp 3-component vector of float) 0:105 'r02' (temp 3-component vector of float) 0:105 Convert uint to float (temp float) -0:105 'us' (uniform uint) +0:105 us: direct index for structure (layout(offset=100 ) uniform uint) +0:105 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:105 Constant: +0:105 8 (const uint) 0:106 vector scale second child into first child (temp 3-component vector of float) 0:106 'r03' (temp 3-component vector of float) 0:106 Convert double to float (temp float) -0:106 'ds' (uniform double) +0:106 ds: direct index for structure (layout(offset=104 ) uniform double) +0:106 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:106 Constant: +0:106 9 (const uint) 0:108 vector scale second child into first child (temp 3-component vector of int) 0:108 'r10' (temp 3-component vector of int) 0:108 Convert bool to int (temp int) -0:108 'bs' (uniform bool) +0:108 bs: direct index for structure (layout(offset=92 ) uniform bool) +0:108 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:108 Constant: +0:108 6 (const uint) 0:109 vector scale second child into first child (temp 3-component vector of int) 0:109 'r11' (temp 3-component vector of int) 0:109 Convert uint to int (temp int) -0:109 'us' (uniform uint) +0:109 us: direct index for structure (layout(offset=100 ) uniform uint) +0:109 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:109 Constant: +0:109 8 (const uint) 0:110 vector scale second child into first child (temp 3-component vector of int) 0:110 'r12' (temp 3-component vector of int) 0:110 Convert float to int (temp int) -0:110 'fs' (uniform float) +0:110 fs: direct index for structure (layout(offset=96 ) uniform float) +0:110 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:110 Constant: +0:110 7 (const uint) 0:111 vector scale second child into first child (temp 3-component vector of int) 0:111 'r13' (temp 3-component vector of int) 0:111 Convert double to int (temp int) -0:111 'ds' (uniform double) +0:111 ds: direct index for structure (layout(offset=104 ) uniform double) +0:111 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:111 Constant: +0:111 9 (const uint) 0:113 vector scale second child into first child (temp 3-component vector of uint) 0:113 'r20' (temp 3-component vector of uint) 0:113 Convert bool to uint (temp uint) -0:113 'bs' (uniform bool) +0:113 bs: direct index for structure (layout(offset=92 ) uniform bool) +0:113 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:113 Constant: +0:113 6 (const uint) 0:114 vector scale second child into first child (temp 3-component vector of uint) 0:114 'r21' (temp 3-component vector of uint) 0:114 Convert int to uint (temp uint) -0:114 'is' (uniform int) +0:114 is: direct index for structure (layout(offset=88 ) uniform int) +0:114 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:114 Constant: +0:114 5 (const uint) 0:115 vector scale second child into first child (temp 3-component vector of uint) 0:115 'r22' (temp 3-component vector of uint) 0:115 Convert float to uint (temp uint) -0:115 'fs' (uniform float) +0:115 fs: direct index for structure (layout(offset=96 ) uniform float) +0:115 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:115 Constant: +0:115 7 (const uint) 0:116 vector scale second child into first child (temp 3-component vector of uint) 0:116 'r23' (temp 3-component vector of uint) 0:116 Convert double to uint (temp uint) -0:116 'ds' (uniform double) +0:116 ds: direct index for structure (layout(offset=104 ) uniform double) +0:116 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:116 Constant: +0:116 9 (const uint) 0:120 vector scale second child into first child (temp 3-component vector of double) 0:120 'r40' (temp 3-component vector of double) 0:120 Convert int to double (temp double) -0:120 'is' (uniform int) +0:120 is: direct index for structure (layout(offset=88 ) uniform int) +0:120 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:120 Constant: +0:120 5 (const uint) 0:121 vector scale second child into first child (temp 3-component vector of double) 0:121 'r41' (temp 3-component vector of double) 0:121 Convert uint to double (temp double) -0:121 'us' (uniform uint) +0:121 us: direct index for structure (layout(offset=100 ) uniform uint) +0:121 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:121 Constant: +0:121 8 (const uint) 0:122 vector scale second child into first child (temp 3-component vector of double) 0:122 'r42' (temp 3-component vector of double) 0:122 Convert float to double (temp double) -0:122 'fs' (uniform float) +0:122 fs: direct index for structure (layout(offset=96 ) uniform float) +0:122 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:122 Constant: +0:122 7 (const uint) 0:123 vector scale second child into first child (temp 3-component vector of double) 0:123 'r43' (temp 3-component vector of double) 0:123 Convert bool to double (temp double) -0:123 'bs' (uniform bool) +0:123 bs: direct index for structure (layout(offset=92 ) uniform bool) +0:123 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:123 Constant: +0:123 6 (const uint) 0:193 Sequence 0:193 move second child to first child (temp int) 0:193 'c1' (temp int) @@ -506,16 +782,7 @@ gl_FragCoord origin is upper left 0:200 0 (const int) 0:200 Branch: Return 0:? Linker Objects -0:? 'i3' (uniform 3-component vector of int) -0:? 'b3' (uniform 3-component vector of bool) -0:? 'f3' (uniform 3-component vector of float) -0:? 'u3' (uniform 3-component vector of uint) -0:? 'd3' (uniform 3-component vector of double) -0:? 'is' (uniform int) -0:? 'bs' (uniform bool) -0:? 'fs' (uniform float) -0:? 'us' (uniform uint) -0:? 'ds' (uniform double) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) @@ -525,472 +792,748 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:19 Function Definition: Fn_F3(vf3; (global void) +0:19 Function Definition: Fn_F3(vf3; (temp void) 0:19 Function Parameters: 0:19 'x' (in 3-component vector of float) -0:20 Function Definition: Fn_I3(vi3; (global void) +0:20 Function Definition: Fn_I3(vi3; (temp void) 0:20 Function Parameters: 0:20 'x' (in 3-component vector of int) -0:21 Function Definition: Fn_U3(vu3; (global void) +0:21 Function Definition: Fn_U3(vu3; (temp void) 0:21 Function Parameters: 0:21 'x' (in 3-component vector of uint) -0:22 Function Definition: Fn_B3(vb3; (global void) +0:22 Function Definition: Fn_B3(vb3; (temp void) 0:22 Function Parameters: 0:22 'x' (in 3-component vector of bool) -0:23 Function Definition: Fn_D3(vd3; (global void) +0:23 Function Definition: Fn_D3(vd3; (temp void) 0:23 Function Parameters: 0:23 'x' (in 3-component vector of double) -0:26 Function Definition: Fn_R_F3I(vf3; (global 3-component vector of float) +0:26 Function Definition: Fn_R_F3I(vf3; (temp 3-component vector of float) 0:26 Function Parameters: 0:26 'p' (out 3-component vector of float) 0:? Sequence 0:26 move second child to first child (temp 3-component vector of float) 0:26 'p' (out 3-component vector of float) 0:26 Convert int to float (temp 3-component vector of float) -0:26 'i3' (uniform 3-component vector of int) +0:26 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:26 Constant: +0:26 0 (const uint) 0:26 Branch: Return with expression 0:26 Convert int to float (temp 3-component vector of float) -0:26 'i3' (uniform 3-component vector of int) -0:27 Function Definition: Fn_R_F3U(vf3; (global 3-component vector of float) +0:26 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:26 Constant: +0:26 0 (const uint) +0:27 Function Definition: Fn_R_F3U(vf3; (temp 3-component vector of float) 0:27 Function Parameters: 0:27 'p' (out 3-component vector of float) 0:? Sequence 0:27 move second child to first child (temp 3-component vector of float) 0:27 'p' (out 3-component vector of float) 0:27 Convert uint to float (temp 3-component vector of float) -0:27 'u3' (uniform 3-component vector of uint) +0:27 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:27 Constant: +0:27 3 (const uint) 0:27 Branch: Return with expression 0:27 Convert uint to float (temp 3-component vector of float) -0:27 'u3' (uniform 3-component vector of uint) -0:28 Function Definition: Fn_R_F3B(vf3; (global 3-component vector of float) +0:27 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:27 Constant: +0:27 3 (const uint) +0:28 Function Definition: Fn_R_F3B(vf3; (temp 3-component vector of float) 0:28 Function Parameters: 0:28 'p' (out 3-component vector of float) 0:? Sequence 0:28 move second child to first child (temp 3-component vector of float) 0:28 'p' (out 3-component vector of float) 0:28 Convert bool to float (temp 3-component vector of float) -0:28 'b3' (uniform 3-component vector of bool) +0:28 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:28 Constant: +0:28 1 (const uint) 0:28 Branch: Return with expression 0:28 Convert bool to float (temp 3-component vector of float) -0:28 'b3' (uniform 3-component vector of bool) -0:29 Function Definition: Fn_R_F3D(vf3; (global 3-component vector of float) +0:28 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:28 Constant: +0:28 1 (const uint) +0:29 Function Definition: Fn_R_F3D(vf3; (temp 3-component vector of float) 0:29 Function Parameters: 0:29 'p' (out 3-component vector of float) 0:? Sequence 0:29 move second child to first child (temp 3-component vector of float) 0:29 'p' (out 3-component vector of float) 0:29 Convert double to float (temp 3-component vector of float) -0:29 'd3' (uniform 3-component vector of double) +0:29 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:29 Constant: +0:29 4 (const uint) 0:29 Branch: Return with expression 0:29 Convert double to float (temp 3-component vector of float) -0:29 'd3' (uniform 3-component vector of double) -0:31 Function Definition: Fn_R_I3U(vi3; (global 3-component vector of int) +0:29 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:29 Constant: +0:29 4 (const uint) +0:31 Function Definition: Fn_R_I3U(vi3; (temp 3-component vector of int) 0:31 Function Parameters: 0:31 'p' (out 3-component vector of int) 0:? Sequence 0:31 move second child to first child (temp 3-component vector of int) 0:31 'p' (out 3-component vector of int) 0:31 Convert uint to int (temp 3-component vector of int) -0:31 'u3' (uniform 3-component vector of uint) +0:31 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:31 Constant: +0:31 3 (const uint) 0:31 Branch: Return with expression 0:31 Convert uint to int (temp 3-component vector of int) -0:31 'u3' (uniform 3-component vector of uint) -0:32 Function Definition: Fn_R_I3B(vi3; (global 3-component vector of int) +0:31 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:31 Constant: +0:31 3 (const uint) +0:32 Function Definition: Fn_R_I3B(vi3; (temp 3-component vector of int) 0:32 Function Parameters: 0:32 'p' (out 3-component vector of int) 0:? Sequence 0:32 move second child to first child (temp 3-component vector of int) 0:32 'p' (out 3-component vector of int) 0:32 Convert bool to int (temp 3-component vector of int) -0:32 'b3' (uniform 3-component vector of bool) +0:32 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:32 Constant: +0:32 1 (const uint) 0:32 Branch: Return with expression 0:32 Convert bool to int (temp 3-component vector of int) -0:32 'b3' (uniform 3-component vector of bool) -0:33 Function Definition: Fn_R_I3F(vi3; (global 3-component vector of int) +0:32 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:32 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:32 Constant: +0:32 1 (const uint) +0:33 Function Definition: Fn_R_I3F(vi3; (temp 3-component vector of int) 0:33 Function Parameters: 0:33 'p' (out 3-component vector of int) 0:? Sequence 0:33 move second child to first child (temp 3-component vector of int) 0:33 'p' (out 3-component vector of int) 0:33 Convert float to int (temp 3-component vector of int) -0:33 'f3' (uniform 3-component vector of float) +0:33 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:33 Constant: +0:33 2 (const uint) 0:33 Branch: Return with expression 0:33 Convert float to int (temp 3-component vector of int) -0:33 'f3' (uniform 3-component vector of float) -0:34 Function Definition: Fn_R_I3D(vi3; (global 3-component vector of int) +0:33 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:33 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:33 Constant: +0:33 2 (const uint) +0:34 Function Definition: Fn_R_I3D(vi3; (temp 3-component vector of int) 0:34 Function Parameters: 0:34 'p' (out 3-component vector of int) 0:? Sequence 0:34 move second child to first child (temp 3-component vector of int) 0:34 'p' (out 3-component vector of int) 0:34 Convert double to int (temp 3-component vector of int) -0:34 'd3' (uniform 3-component vector of double) +0:34 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:34 Constant: +0:34 4 (const uint) 0:34 Branch: Return with expression 0:34 Convert double to int (temp 3-component vector of int) -0:34 'd3' (uniform 3-component vector of double) -0:36 Function Definition: Fn_R_U3I(vu3; (global 3-component vector of uint) +0:34 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:34 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:34 Constant: +0:34 4 (const uint) +0:36 Function Definition: Fn_R_U3I(vu3; (temp 3-component vector of uint) 0:36 Function Parameters: 0:36 'p' (out 3-component vector of uint) 0:? Sequence 0:36 move second child to first child (temp 3-component vector of uint) 0:36 'p' (out 3-component vector of uint) 0:36 Convert int to uint (temp 3-component vector of uint) -0:36 'i3' (uniform 3-component vector of int) +0:36 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:36 Constant: +0:36 0 (const uint) 0:36 Branch: Return with expression 0:36 Convert int to uint (temp 3-component vector of uint) -0:36 'i3' (uniform 3-component vector of int) -0:37 Function Definition: Fn_R_U3F(vu3; (global 3-component vector of uint) +0:36 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:36 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:36 Constant: +0:36 0 (const uint) +0:37 Function Definition: Fn_R_U3F(vu3; (temp 3-component vector of uint) 0:37 Function Parameters: 0:37 'p' (out 3-component vector of uint) 0:? Sequence 0:37 move second child to first child (temp 3-component vector of uint) 0:37 'p' (out 3-component vector of uint) 0:37 Convert float to uint (temp 3-component vector of uint) -0:37 'f3' (uniform 3-component vector of float) +0:37 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:37 Constant: +0:37 2 (const uint) 0:37 Branch: Return with expression 0:37 Convert float to uint (temp 3-component vector of uint) -0:37 'f3' (uniform 3-component vector of float) -0:38 Function Definition: Fn_R_U3B(vu3; (global 3-component vector of uint) +0:37 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:37 Constant: +0:37 2 (const uint) +0:38 Function Definition: Fn_R_U3B(vu3; (temp 3-component vector of uint) 0:38 Function Parameters: 0:38 'p' (out 3-component vector of uint) 0:? Sequence 0:38 move second child to first child (temp 3-component vector of uint) 0:38 'p' (out 3-component vector of uint) 0:38 Convert bool to uint (temp 3-component vector of uint) -0:38 'b3' (uniform 3-component vector of bool) +0:38 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:38 Constant: +0:38 1 (const uint) 0:38 Branch: Return with expression 0:38 Convert bool to uint (temp 3-component vector of uint) -0:38 'b3' (uniform 3-component vector of bool) -0:39 Function Definition: Fn_R_U3D(vu3; (global 3-component vector of uint) +0:38 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:38 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:38 Constant: +0:38 1 (const uint) +0:39 Function Definition: Fn_R_U3D(vu3; (temp 3-component vector of uint) 0:39 Function Parameters: 0:39 'p' (out 3-component vector of uint) 0:? Sequence 0:39 move second child to first child (temp 3-component vector of uint) 0:39 'p' (out 3-component vector of uint) 0:39 Convert double to uint (temp 3-component vector of uint) -0:39 'd3' (uniform 3-component vector of double) +0:39 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:39 Constant: +0:39 4 (const uint) 0:39 Branch: Return with expression 0:39 Convert double to uint (temp 3-component vector of uint) -0:39 'd3' (uniform 3-component vector of double) -0:41 Function Definition: Fn_R_B3I(vb3; (global 3-component vector of bool) +0:39 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:39 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:39 Constant: +0:39 4 (const uint) +0:41 Function Definition: Fn_R_B3I(vb3; (temp 3-component vector of bool) 0:41 Function Parameters: 0:41 'p' (out 3-component vector of bool) 0:? Sequence 0:41 move second child to first child (temp 3-component vector of bool) 0:41 'p' (out 3-component vector of bool) 0:41 Convert int to bool (temp 3-component vector of bool) -0:41 'i3' (uniform 3-component vector of int) +0:41 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:41 Constant: +0:41 0 (const uint) 0:41 Branch: Return with expression 0:41 Convert int to bool (temp 3-component vector of bool) -0:41 'i3' (uniform 3-component vector of int) -0:42 Function Definition: Fn_R_B3U(vb3; (global 3-component vector of bool) +0:41 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:41 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:41 Constant: +0:41 0 (const uint) +0:42 Function Definition: Fn_R_B3U(vb3; (temp 3-component vector of bool) 0:42 Function Parameters: 0:42 'p' (out 3-component vector of bool) 0:? Sequence 0:42 move second child to first child (temp 3-component vector of bool) 0:42 'p' (out 3-component vector of bool) 0:42 Convert uint to bool (temp 3-component vector of bool) -0:42 'u3' (uniform 3-component vector of uint) +0:42 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:42 Constant: +0:42 3 (const uint) 0:42 Branch: Return with expression 0:42 Convert uint to bool (temp 3-component vector of bool) -0:42 'u3' (uniform 3-component vector of uint) -0:43 Function Definition: Fn_R_B3F(vb3; (global 3-component vector of bool) +0:42 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:42 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:42 Constant: +0:42 3 (const uint) +0:43 Function Definition: Fn_R_B3F(vb3; (temp 3-component vector of bool) 0:43 Function Parameters: 0:43 'p' (out 3-component vector of bool) 0:? Sequence 0:43 move second child to first child (temp 3-component vector of bool) 0:43 'p' (out 3-component vector of bool) 0:43 Convert float to bool (temp 3-component vector of bool) -0:43 'f3' (uniform 3-component vector of float) +0:43 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:43 Constant: +0:43 2 (const uint) 0:43 Branch: Return with expression 0:43 Convert float to bool (temp 3-component vector of bool) -0:43 'f3' (uniform 3-component vector of float) -0:44 Function Definition: Fn_R_B3D(vb3; (global 3-component vector of bool) +0:43 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:43 Constant: +0:43 2 (const uint) +0:44 Function Definition: Fn_R_B3D(vb3; (temp 3-component vector of bool) 0:44 Function Parameters: 0:44 'p' (out 3-component vector of bool) 0:? Sequence 0:44 move second child to first child (temp 3-component vector of bool) 0:44 'p' (out 3-component vector of bool) 0:44 Convert double to bool (temp 3-component vector of bool) -0:44 'd3' (uniform 3-component vector of double) +0:44 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:44 Constant: +0:44 4 (const uint) 0:44 Branch: Return with expression 0:44 Convert double to bool (temp 3-component vector of bool) -0:44 'd3' (uniform 3-component vector of double) -0:46 Function Definition: Fn_R_D3I(vd3; (global 3-component vector of double) +0:44 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:44 Constant: +0:44 4 (const uint) +0:46 Function Definition: Fn_R_D3I(vd3; (temp 3-component vector of double) 0:46 Function Parameters: 0:46 'p' (out 3-component vector of double) 0:? Sequence 0:46 move second child to first child (temp 3-component vector of double) 0:46 'p' (out 3-component vector of double) 0:46 Convert int to double (temp 3-component vector of double) -0:46 'i3' (uniform 3-component vector of int) +0:46 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:46 Constant: +0:46 0 (const uint) 0:46 Branch: Return with expression 0:46 Convert int to double (temp 3-component vector of double) -0:46 'i3' (uniform 3-component vector of int) -0:47 Function Definition: Fn_R_D3U(vd3; (global 3-component vector of double) +0:46 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:46 Constant: +0:46 0 (const uint) +0:47 Function Definition: Fn_R_D3U(vd3; (temp 3-component vector of double) 0:47 Function Parameters: 0:47 'p' (out 3-component vector of double) 0:? Sequence 0:47 move second child to first child (temp 3-component vector of double) 0:47 'p' (out 3-component vector of double) 0:47 Convert uint to double (temp 3-component vector of double) -0:47 'u3' (uniform 3-component vector of uint) +0:47 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:47 Constant: +0:47 3 (const uint) 0:47 Branch: Return with expression 0:47 Convert uint to double (temp 3-component vector of double) -0:47 'u3' (uniform 3-component vector of uint) -0:48 Function Definition: Fn_R_D3B(vd3; (global 3-component vector of double) +0:47 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:47 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:47 Constant: +0:47 3 (const uint) +0:48 Function Definition: Fn_R_D3B(vd3; (temp 3-component vector of double) 0:48 Function Parameters: 0:48 'p' (out 3-component vector of double) 0:? Sequence 0:48 move second child to first child (temp 3-component vector of double) 0:48 'p' (out 3-component vector of double) 0:48 Convert bool to double (temp 3-component vector of double) -0:48 'b3' (uniform 3-component vector of bool) +0:48 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:48 Constant: +0:48 1 (const uint) 0:48 Branch: Return with expression 0:48 Convert bool to double (temp 3-component vector of double) -0:48 'b3' (uniform 3-component vector of bool) -0:49 Function Definition: Fn_R_D3F(vd3; (global 3-component vector of double) +0:48 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:48 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:48 Constant: +0:48 1 (const uint) +0:49 Function Definition: Fn_R_D3F(vd3; (temp 3-component vector of double) 0:49 Function Parameters: 0:49 'p' (out 3-component vector of double) 0:? Sequence 0:49 move second child to first child (temp 3-component vector of double) 0:49 'p' (out 3-component vector of double) 0:49 Convert float to double (temp 3-component vector of double) -0:49 'f3' (uniform 3-component vector of float) +0:49 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:49 Constant: +0:49 2 (const uint) 0:49 Branch: Return with expression 0:49 Convert float to double (temp 3-component vector of double) -0:49 'f3' (uniform 3-component vector of float) -0:52 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:49 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:49 Constant: +0:49 2 (const uint) +0:52 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:52 Function Parameters: 0:? Sequence 0:54 Sequence 0:54 move second child to first child (temp 3-component vector of float) 0:54 'r00' (temp 3-component vector of float) 0:54 Convert int to float (temp 3-component vector of float) -0:54 'i3' (uniform 3-component vector of int) +0:54 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:54 Constant: +0:54 0 (const uint) 0:55 Sequence 0:55 move second child to first child (temp 3-component vector of float) 0:55 'r01' (temp 3-component vector of float) 0:55 Convert bool to float (temp 3-component vector of float) -0:55 'b3' (uniform 3-component vector of bool) +0:55 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:55 Constant: +0:55 1 (const uint) 0:56 Sequence 0:56 move second child to first child (temp 3-component vector of float) 0:56 'r02' (temp 3-component vector of float) 0:56 Convert uint to float (temp 3-component vector of float) -0:56 'u3' (uniform 3-component vector of uint) +0:56 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:56 Constant: +0:56 3 (const uint) 0:57 Sequence 0:57 move second child to first child (temp 3-component vector of float) 0:57 'r03' (temp 3-component vector of float) 0:57 Convert double to float (temp 3-component vector of float) -0:57 'd3' (uniform 3-component vector of double) +0:57 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:57 Constant: +0:57 4 (const uint) 0:59 Sequence 0:59 move second child to first child (temp 3-component vector of int) 0:59 'r10' (temp 3-component vector of int) 0:59 Convert bool to int (temp 3-component vector of int) -0:59 'b3' (uniform 3-component vector of bool) +0:59 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:59 Constant: +0:59 1 (const uint) 0:60 Sequence 0:60 move second child to first child (temp 3-component vector of int) 0:60 'r11' (temp 3-component vector of int) 0:60 Convert uint to int (temp 3-component vector of int) -0:60 'u3' (uniform 3-component vector of uint) +0:60 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:60 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:60 Constant: +0:60 3 (const uint) 0:61 Sequence 0:61 move second child to first child (temp 3-component vector of int) 0:61 'r12' (temp 3-component vector of int) 0:61 Convert float to int (temp 3-component vector of int) -0:61 'f3' (uniform 3-component vector of float) +0:61 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:61 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:61 Constant: +0:61 2 (const uint) 0:62 Sequence 0:62 move second child to first child (temp 3-component vector of int) 0:62 'r13' (temp 3-component vector of int) 0:62 Convert double to int (temp 3-component vector of int) -0:62 'd3' (uniform 3-component vector of double) +0:62 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:62 Constant: +0:62 4 (const uint) 0:64 Sequence 0:64 move second child to first child (temp 3-component vector of uint) 0:64 'r20' (temp 3-component vector of uint) 0:64 Convert bool to uint (temp 3-component vector of uint) -0:64 'b3' (uniform 3-component vector of bool) +0:64 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:64 Constant: +0:64 1 (const uint) 0:65 Sequence 0:65 move second child to first child (temp 3-component vector of uint) 0:65 'r21' (temp 3-component vector of uint) 0:65 Convert int to uint (temp 3-component vector of uint) -0:65 'i3' (uniform 3-component vector of int) +0:65 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:65 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:65 Constant: +0:65 0 (const uint) 0:66 Sequence 0:66 move second child to first child (temp 3-component vector of uint) 0:66 'r22' (temp 3-component vector of uint) 0:66 Convert float to uint (temp 3-component vector of uint) -0:66 'f3' (uniform 3-component vector of float) +0:66 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:66 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:66 Constant: +0:66 2 (const uint) 0:67 Sequence 0:67 move second child to first child (temp 3-component vector of uint) 0:67 'r23' (temp 3-component vector of uint) 0:67 Convert double to uint (temp 3-component vector of uint) -0:67 'd3' (uniform 3-component vector of double) +0:67 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:67 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:67 Constant: +0:67 4 (const uint) 0:69 Sequence 0:69 move second child to first child (temp 3-component vector of bool) 0:69 'r30' (temp 3-component vector of bool) 0:69 Convert int to bool (temp 3-component vector of bool) -0:69 'i3' (uniform 3-component vector of int) +0:69 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:69 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:69 Constant: +0:69 0 (const uint) 0:70 Sequence 0:70 move second child to first child (temp 3-component vector of bool) 0:70 'r31' (temp 3-component vector of bool) 0:70 Convert uint to bool (temp 3-component vector of bool) -0:70 'u3' (uniform 3-component vector of uint) +0:70 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:70 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:70 Constant: +0:70 3 (const uint) 0:71 Sequence 0:71 move second child to first child (temp 3-component vector of bool) 0:71 'r32' (temp 3-component vector of bool) 0:71 Convert float to bool (temp 3-component vector of bool) -0:71 'f3' (uniform 3-component vector of float) +0:71 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:71 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:71 Constant: +0:71 2 (const uint) 0:72 Sequence 0:72 move second child to first child (temp 3-component vector of bool) 0:72 'r33' (temp 3-component vector of bool) 0:72 Convert double to bool (temp 3-component vector of bool) -0:72 'd3' (uniform 3-component vector of double) +0:72 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:72 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:72 Constant: +0:72 4 (const uint) 0:74 Sequence 0:74 move second child to first child (temp 3-component vector of double) 0:74 'r40' (temp 3-component vector of double) 0:74 Convert int to double (temp 3-component vector of double) -0:74 'i3' (uniform 3-component vector of int) +0:74 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:74 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:74 Constant: +0:74 0 (const uint) 0:75 Sequence 0:75 move second child to first child (temp 3-component vector of double) 0:75 'r41' (temp 3-component vector of double) 0:75 Convert uint to double (temp 3-component vector of double) -0:75 'u3' (uniform 3-component vector of uint) +0:75 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:75 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:75 Constant: +0:75 3 (const uint) 0:76 Sequence 0:76 move second child to first child (temp 3-component vector of double) 0:76 'r42' (temp 3-component vector of double) 0:76 Convert float to double (temp 3-component vector of double) -0:76 'f3' (uniform 3-component vector of float) +0:76 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:76 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:76 Constant: +0:76 2 (const uint) 0:77 Sequence 0:77 move second child to first child (temp 3-component vector of double) 0:77 'r43' (temp 3-component vector of double) 0:77 Convert bool to double (temp 3-component vector of double) -0:77 'b3' (uniform 3-component vector of bool) +0:77 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:77 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:77 Constant: +0:77 1 (const uint) 0:80 multiply second child into first child (temp 3-component vector of float) 0:80 'r00' (temp 3-component vector of float) 0:80 Convert int to float (temp 3-component vector of float) -0:80 'i3' (uniform 3-component vector of int) +0:80 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:80 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:80 Constant: +0:80 0 (const uint) 0:81 multiply second child into first child (temp 3-component vector of float) 0:81 'r01' (temp 3-component vector of float) 0:81 Convert bool to float (temp 3-component vector of float) -0:81 'b3' (uniform 3-component vector of bool) +0:81 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:81 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:81 Constant: +0:81 1 (const uint) 0:82 multiply second child into first child (temp 3-component vector of float) 0:82 'r02' (temp 3-component vector of float) 0:82 Convert uint to float (temp 3-component vector of float) -0:82 'u3' (uniform 3-component vector of uint) +0:82 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:82 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:82 Constant: +0:82 3 (const uint) 0:83 multiply second child into first child (temp 3-component vector of float) 0:83 'r03' (temp 3-component vector of float) 0:83 Convert double to float (temp 3-component vector of float) -0:83 'd3' (uniform 3-component vector of double) +0:83 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:83 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:83 Constant: +0:83 4 (const uint) 0:85 multiply second child into first child (temp 3-component vector of int) 0:85 'r10' (temp 3-component vector of int) 0:85 Convert bool to int (temp 3-component vector of int) -0:85 'b3' (uniform 3-component vector of bool) +0:85 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:85 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:85 Constant: +0:85 1 (const uint) 0:86 multiply second child into first child (temp 3-component vector of int) 0:86 'r11' (temp 3-component vector of int) 0:86 Convert uint to int (temp 3-component vector of int) -0:86 'u3' (uniform 3-component vector of uint) +0:86 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:86 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:86 Constant: +0:86 3 (const uint) 0:87 multiply second child into first child (temp 3-component vector of int) 0:87 'r12' (temp 3-component vector of int) 0:87 Convert float to int (temp 3-component vector of int) -0:87 'f3' (uniform 3-component vector of float) +0:87 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:87 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:87 Constant: +0:87 2 (const uint) 0:88 multiply second child into first child (temp 3-component vector of int) 0:88 'r13' (temp 3-component vector of int) 0:88 Convert double to int (temp 3-component vector of int) -0:88 'd3' (uniform 3-component vector of double) +0:88 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:88 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:88 Constant: +0:88 4 (const uint) 0:90 multiply second child into first child (temp 3-component vector of uint) 0:90 'r20' (temp 3-component vector of uint) 0:90 Convert bool to uint (temp 3-component vector of uint) -0:90 'b3' (uniform 3-component vector of bool) +0:90 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:90 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:90 Constant: +0:90 1 (const uint) 0:91 multiply second child into first child (temp 3-component vector of uint) 0:91 'r21' (temp 3-component vector of uint) 0:91 Convert int to uint (temp 3-component vector of uint) -0:91 'i3' (uniform 3-component vector of int) +0:91 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:91 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:91 Constant: +0:91 0 (const uint) 0:92 multiply second child into first child (temp 3-component vector of uint) 0:92 'r22' (temp 3-component vector of uint) 0:92 Convert float to uint (temp 3-component vector of uint) -0:92 'f3' (uniform 3-component vector of float) +0:92 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:92 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:92 Constant: +0:92 2 (const uint) 0:93 multiply second child into first child (temp 3-component vector of uint) 0:93 'r23' (temp 3-component vector of uint) 0:93 Convert double to uint (temp 3-component vector of uint) -0:93 'd3' (uniform 3-component vector of double) +0:93 d3: direct index for structure (layout(offset=64 ) uniform 3-component vector of double) +0:93 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:93 Constant: +0:93 4 (const uint) 0:97 multiply second child into first child (temp 3-component vector of double) 0:97 'r40' (temp 3-component vector of double) 0:97 Convert int to double (temp 3-component vector of double) -0:97 'i3' (uniform 3-component vector of int) +0:97 i3: direct index for structure (layout(offset=0 ) uniform 3-component vector of int) +0:97 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:97 Constant: +0:97 0 (const uint) 0:98 multiply second child into first child (temp 3-component vector of double) 0:98 'r41' (temp 3-component vector of double) 0:98 Convert uint to double (temp 3-component vector of double) -0:98 'u3' (uniform 3-component vector of uint) +0:98 u3: direct index for structure (layout(offset=48 ) uniform 3-component vector of uint) +0:98 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:98 Constant: +0:98 3 (const uint) 0:99 multiply second child into first child (temp 3-component vector of double) 0:99 'r42' (temp 3-component vector of double) 0:99 Convert float to double (temp 3-component vector of double) -0:99 'f3' (uniform 3-component vector of float) +0:99 f3: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) +0:99 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:99 Constant: +0:99 2 (const uint) 0:100 multiply second child into first child (temp 3-component vector of double) 0:100 'r43' (temp 3-component vector of double) 0:100 Convert bool to double (temp 3-component vector of double) -0:100 'b3' (uniform 3-component vector of bool) +0:100 b3: direct index for structure (layout(offset=16 ) uniform 3-component vector of bool) +0:100 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:100 Constant: +0:100 1 (const uint) 0:103 vector scale second child into first child (temp 3-component vector of float) 0:103 'r00' (temp 3-component vector of float) 0:103 Convert int to float (temp float) -0:103 'is' (uniform int) +0:103 is: direct index for structure (layout(offset=88 ) uniform int) +0:103 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:103 Constant: +0:103 5 (const uint) 0:104 vector scale second child into first child (temp 3-component vector of float) 0:104 'r01' (temp 3-component vector of float) 0:104 Convert bool to float (temp float) -0:104 'bs' (uniform bool) +0:104 bs: direct index for structure (layout(offset=92 ) uniform bool) +0:104 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:104 Constant: +0:104 6 (const uint) 0:105 vector scale second child into first child (temp 3-component vector of float) 0:105 'r02' (temp 3-component vector of float) 0:105 Convert uint to float (temp float) -0:105 'us' (uniform uint) +0:105 us: direct index for structure (layout(offset=100 ) uniform uint) +0:105 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:105 Constant: +0:105 8 (const uint) 0:106 vector scale second child into first child (temp 3-component vector of float) 0:106 'r03' (temp 3-component vector of float) 0:106 Convert double to float (temp float) -0:106 'ds' (uniform double) +0:106 ds: direct index for structure (layout(offset=104 ) uniform double) +0:106 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:106 Constant: +0:106 9 (const uint) 0:108 vector scale second child into first child (temp 3-component vector of int) 0:108 'r10' (temp 3-component vector of int) 0:108 Convert bool to int (temp int) -0:108 'bs' (uniform bool) +0:108 bs: direct index for structure (layout(offset=92 ) uniform bool) +0:108 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:108 Constant: +0:108 6 (const uint) 0:109 vector scale second child into first child (temp 3-component vector of int) 0:109 'r11' (temp 3-component vector of int) 0:109 Convert uint to int (temp int) -0:109 'us' (uniform uint) +0:109 us: direct index for structure (layout(offset=100 ) uniform uint) +0:109 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:109 Constant: +0:109 8 (const uint) 0:110 vector scale second child into first child (temp 3-component vector of int) 0:110 'r12' (temp 3-component vector of int) 0:110 Convert float to int (temp int) -0:110 'fs' (uniform float) +0:110 fs: direct index for structure (layout(offset=96 ) uniform float) +0:110 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:110 Constant: +0:110 7 (const uint) 0:111 vector scale second child into first child (temp 3-component vector of int) 0:111 'r13' (temp 3-component vector of int) 0:111 Convert double to int (temp int) -0:111 'ds' (uniform double) +0:111 ds: direct index for structure (layout(offset=104 ) uniform double) +0:111 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:111 Constant: +0:111 9 (const uint) 0:113 vector scale second child into first child (temp 3-component vector of uint) 0:113 'r20' (temp 3-component vector of uint) 0:113 Convert bool to uint (temp uint) -0:113 'bs' (uniform bool) +0:113 bs: direct index for structure (layout(offset=92 ) uniform bool) +0:113 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:113 Constant: +0:113 6 (const uint) 0:114 vector scale second child into first child (temp 3-component vector of uint) 0:114 'r21' (temp 3-component vector of uint) 0:114 Convert int to uint (temp uint) -0:114 'is' (uniform int) +0:114 is: direct index for structure (layout(offset=88 ) uniform int) +0:114 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:114 Constant: +0:114 5 (const uint) 0:115 vector scale second child into first child (temp 3-component vector of uint) 0:115 'r22' (temp 3-component vector of uint) 0:115 Convert float to uint (temp uint) -0:115 'fs' (uniform float) +0:115 fs: direct index for structure (layout(offset=96 ) uniform float) +0:115 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:115 Constant: +0:115 7 (const uint) 0:116 vector scale second child into first child (temp 3-component vector of uint) 0:116 'r23' (temp 3-component vector of uint) 0:116 Convert double to uint (temp uint) -0:116 'ds' (uniform double) +0:116 ds: direct index for structure (layout(offset=104 ) uniform double) +0:116 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:116 Constant: +0:116 9 (const uint) 0:120 vector scale second child into first child (temp 3-component vector of double) 0:120 'r40' (temp 3-component vector of double) 0:120 Convert int to double (temp double) -0:120 'is' (uniform int) +0:120 is: direct index for structure (layout(offset=88 ) uniform int) +0:120 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:120 Constant: +0:120 5 (const uint) 0:121 vector scale second child into first child (temp 3-component vector of double) 0:121 'r41' (temp 3-component vector of double) 0:121 Convert uint to double (temp double) -0:121 'us' (uniform uint) +0:121 us: direct index for structure (layout(offset=100 ) uniform uint) +0:121 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:121 Constant: +0:121 8 (const uint) 0:122 vector scale second child into first child (temp 3-component vector of double) 0:122 'r42' (temp 3-component vector of double) 0:122 Convert float to double (temp double) -0:122 'fs' (uniform float) +0:122 fs: direct index for structure (layout(offset=96 ) uniform float) +0:122 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:122 Constant: +0:122 7 (const uint) 0:123 vector scale second child into first child (temp 3-component vector of double) 0:123 'r43' (temp 3-component vector of double) 0:123 Convert bool to double (temp double) -0:123 'bs' (uniform bool) +0:123 bs: direct index for structure (layout(offset=92 ) uniform bool) +0:123 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) +0:123 Constant: +0:123 6 (const uint) 0:193 Sequence 0:193 move second child to first child (temp int) 0:193 'c1' (temp int) @@ -1029,27 +1572,18 @@ gl_FragCoord origin is upper left 0:200 0 (const int) 0:200 Branch: Return 0:? Linker Objects -0:? 'i3' (uniform 3-component vector of int) -0:? 'b3' (uniform 3-component vector of bool) -0:? 'f3' (uniform 3-component vector of float) -0:? 'u3' (uniform 3-component vector of uint) -0:? 'd3' (uniform 3-component vector of double) -0:? 'is' (uniform int) -0:? 'bs' (uniform bool) -0:? 'fs' (uniform float) -0:? 'us' (uniform uint) -0:? 'ds' (uniform double) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 3-component vector of int i3, layout(offset=16 ) uniform 3-component vector of bool b3, layout(offset=32 ) uniform 3-component vector of float f3, layout(offset=48 ) uniform 3-component vector of uint u3, layout(offset=64 ) uniform 3-component vector of double d3, layout(offset=88 ) uniform int is, layout(offset=92 ) uniform bool bs, layout(offset=96 ) uniform float fs, layout(offset=100 ) uniform uint us, layout(offset=104 ) uniform double ds}) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 481 +// Id's are bound by 591 Capability Shader Capability Float64 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 477 + EntryPoint Fragment 4 "main" 587 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 11 "Fn_F3(vf3;" @@ -1102,44 +1636,58 @@ gl_FragCoord origin is upper left Name 100 "p" Name 104 "Fn_R_D3F(vd3;" Name 103 "p" - Name 107 "i3" - Name 115 "u3" - Name 123 "b3" - Name 135 "d3" - Name 159 "f3" - Name 252 "r00" - Name 255 "r01" - Name 258 "r02" - Name 261 "r03" - Name 264 "r10" - Name 267 "r11" - Name 270 "r12" - Name 273 "r13" - Name 276 "r20" - Name 279 "r21" - Name 282 "r22" - Name 285 "r23" - Name 288 "r30" - Name 291 "r31" - Name 294 "r32" - Name 297 "r33" - Name 300 "r40" - Name 303 "r41" - Name 306 "r42" - Name 309 "r43" - Name 377 "is" - Name 383 "bs" - Name 389 "us" - Name 395 "ds" - Name 411 "fs" - Name 459 "c1" - Name 461 "c2" - Name 464 "outval" - Name 471 "PS_OUTPUT" - MemberName 471(PS_OUTPUT) 0 "Color" - Name 473 "psout" - Name 477 "Color" - Decorate 477(Color) Location 0 + Name 106 "$Global" + MemberName 106($Global) 0 "i3" + MemberName 106($Global) 1 "b3" + MemberName 106($Global) 2 "f3" + MemberName 106($Global) 3 "u3" + MemberName 106($Global) 4 "d3" + MemberName 106($Global) 5 "is" + MemberName 106($Global) 6 "bs" + MemberName 106($Global) 7 "fs" + MemberName 106($Global) 8 "us" + MemberName 106($Global) 9 "ds" + Name 108 "" + Name 300 "r00" + Name 304 "r01" + Name 309 "r02" + Name 313 "r03" + Name 317 "r10" + Name 322 "r11" + Name 326 "r12" + Name 330 "r13" + Name 334 "r20" + Name 339 "r21" + Name 343 "r22" + Name 347 "r23" + Name 351 "r30" + Name 355 "r31" + Name 359 "r32" + Name 363 "r33" + Name 367 "r40" + Name 371 "r41" + Name 375 "r42" + Name 379 "r43" + Name 570 "c1" + Name 571 "c2" + Name 574 "outval" + Name 581 "PS_OUTPUT" + MemberName 581(PS_OUTPUT) 0 "Color" + Name 583 "psout" + Name 587 "Color" + MemberDecorate 106($Global) 0 Offset 0 + MemberDecorate 106($Global) 1 Offset 16 + MemberDecorate 106($Global) 2 Offset 32 + MemberDecorate 106($Global) 3 Offset 48 + MemberDecorate 106($Global) 4 Offset 64 + MemberDecorate 106($Global) 5 Offset 88 + MemberDecorate 106($Global) 6 Offset 92 + MemberDecorate 106($Global) 7 Offset 96 + MemberDecorate 106($Global) 8 Offset 100 + MemberDecorate 106($Global) 9 Offset 104 + Decorate 106($Global) Block + Decorate 108 DescriptorSet 0 + Decorate 587(Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -1167,319 +1715,381 @@ gl_FragCoord origin is upper left 67: TypeFunction 21(ivec3) 22(ptr) 80: TypeFunction 28(bvec3) 29(ptr) 93: TypeFunction 35(fvec3) 36(ptr) - 106: TypePointer UniformConstant 14(ivec3) - 107(i3): 106(ptr) Variable UniformConstant - 114: TypePointer UniformConstant 21(ivec3) - 115(u3): 114(ptr) Variable UniformConstant - 122: TypePointer UniformConstant 28(bvec3) - 123(b3): 122(ptr) Variable UniformConstant - 125: 6(float) Constant 0 - 126: 6(float) Constant 1065353216 - 127: 7(fvec3) ConstantComposite 125 125 125 - 128: 7(fvec3) ConstantComposite 126 126 126 - 134: TypePointer UniformConstant 35(fvec3) - 135(d3): 134(ptr) Variable UniformConstant - 149: 13(int) Constant 0 - 150: 13(int) Constant 1 - 151: 14(ivec3) ConstantComposite 149 149 149 - 152: 14(ivec3) ConstantComposite 150 150 150 - 158: TypePointer UniformConstant 7(fvec3) - 159(f3): 158(ptr) Variable UniformConstant - 185: 20(int) Constant 0 - 186: 20(int) Constant 1 - 187: 21(ivec3) ConstantComposite 185 185 185 - 188: 21(ivec3) ConstantComposite 186 186 186 - 219: 34(float) Constant 0 0 - 220: 35(fvec3) ConstantComposite 219 219 219 - 239: 34(float) Constant 0 1072693248 - 240: 35(fvec3) ConstantComposite 239 239 239 - 376: TypePointer UniformConstant 13(int) - 377(is): 376(ptr) Variable UniformConstant - 382: TypePointer UniformConstant 27(bool) - 383(bs): 382(ptr) Variable UniformConstant - 388: TypePointer UniformConstant 20(int) - 389(us): 388(ptr) Variable UniformConstant - 394: TypePointer UniformConstant 34(float) - 395(ds): 394(ptr) Variable UniformConstant - 410: TypePointer UniformConstant 6(float) - 411(fs): 410(ptr) Variable UniformConstant - 458: TypePointer Function 13(int) - 460: 13(int) Constant 3 - 462: TypeVector 6(float) 4 - 463: TypePointer Function 462(fvec4) - 465: 6(float) Constant 1080452710 - 471(PS_OUTPUT): TypeStruct 462(fvec4) - 472: TypePointer Function 471(PS_OUTPUT) - 476: TypePointer Output 462(fvec4) - 477(Color): 476(ptr) Variable Output + 106($Global): TypeStruct 14(ivec3) 21(ivec3) 7(fvec3) 21(ivec3) 35(fvec3) 13(int) 20(int) 6(float) 20(int) 34(float) + 107: TypePointer Uniform 106($Global) + 108: 107(ptr) Variable Uniform + 109: 13(int) Constant 0 + 110: TypePointer Uniform 14(ivec3) + 119: 13(int) Constant 3 + 120: TypePointer Uniform 21(ivec3) + 129: 13(int) Constant 1 + 132: 20(int) Constant 0 + 133: 21(ivec3) ConstantComposite 132 132 132 + 135: 6(float) Constant 0 + 136: 6(float) Constant 1065353216 + 137: 7(fvec3) ConstantComposite 135 135 135 + 138: 7(fvec3) ConstantComposite 136 136 136 + 146: 13(int) Constant 4 + 147: TypePointer Uniform 35(fvec3) + 167: 14(ivec3) ConstantComposite 109 109 109 + 168: 14(ivec3) ConstantComposite 129 129 129 + 176: 13(int) Constant 2 + 177: TypePointer Uniform 7(fvec3) + 213: 20(int) Constant 1 + 214: 21(ivec3) ConstantComposite 213 213 213 + 256: 34(float) Constant 0 0 + 257: 35(fvec3) ConstantComposite 256 256 256 + 283: 34(float) Constant 0 1072693248 + 284: 35(fvec3) ConstantComposite 283 283 283 + 468: 13(int) Constant 5 + 469: TypePointer Uniform 13(int) + 475: 13(int) Constant 6 + 476: TypePointer Uniform 20(int) + 483: 13(int) Constant 8 + 489: 13(int) Constant 9 + 490: TypePointer Uniform 34(float) + 509: 13(int) Constant 7 + 510: TypePointer Uniform 6(float) + 569: TypePointer Function 13(int) + 572: TypeVector 6(float) 4 + 573: TypePointer Function 572(fvec4) + 575: 6(float) Constant 1080452710 + 581(PS_OUTPUT): TypeStruct 572(fvec4) + 582: TypePointer Function 581(PS_OUTPUT) + 586: TypePointer Output 572(fvec4) + 587(Color): 586(ptr) Variable Output 4(main): 2 Function None 3 5: Label - 252(r00): 8(ptr) Variable Function - 255(r01): 8(ptr) Variable Function - 258(r02): 8(ptr) Variable Function - 261(r03): 8(ptr) Variable Function - 264(r10): 15(ptr) Variable Function - 267(r11): 15(ptr) Variable Function - 270(r12): 15(ptr) Variable Function - 273(r13): 15(ptr) Variable Function - 276(r20): 22(ptr) Variable Function - 279(r21): 22(ptr) Variable Function - 282(r22): 22(ptr) Variable Function - 285(r23): 22(ptr) Variable Function - 288(r30): 29(ptr) Variable Function - 291(r31): 29(ptr) Variable Function - 294(r32): 29(ptr) Variable Function - 297(r33): 29(ptr) Variable Function - 300(r40): 36(ptr) Variable Function - 303(r41): 36(ptr) Variable Function - 306(r42): 36(ptr) Variable Function - 309(r43): 36(ptr) Variable Function - 459(c1): 458(ptr) Variable Function - 461(c2): 458(ptr) Variable Function - 464(outval): 463(ptr) Variable Function - 473(psout): 472(ptr) Variable Function - 253: 14(ivec3) Load 107(i3) - 254: 7(fvec3) ConvertSToF 253 - Store 252(r00) 254 - 256: 28(bvec3) Load 123(b3) - 257: 7(fvec3) Select 256 128 127 - Store 255(r01) 257 - 259: 21(ivec3) Load 115(u3) - 260: 7(fvec3) ConvertUToF 259 - Store 258(r02) 260 - 262: 35(fvec3) Load 135(d3) - 263: 7(fvec3) FConvert 262 - Store 261(r03) 263 - 265: 28(bvec3) Load 123(b3) - 266: 14(ivec3) Select 265 152 151 - Store 264(r10) 266 - 268: 21(ivec3) Load 115(u3) - 269: 14(ivec3) Bitcast 268 - Store 267(r11) 269 - 271: 7(fvec3) Load 159(f3) - 272: 14(ivec3) ConvertFToS 271 - Store 270(r12) 272 - 274: 35(fvec3) Load 135(d3) - 275: 14(ivec3) ConvertFToS 274 - Store 273(r13) 275 - 277: 28(bvec3) Load 123(b3) - 278: 21(ivec3) Select 277 188 187 - Store 276(r20) 278 - 280: 14(ivec3) Load 107(i3) - 281: 21(ivec3) Bitcast 280 - Store 279(r21) 281 - 283: 7(fvec3) Load 159(f3) - 284: 21(ivec3) ConvertFToU 283 - Store 282(r22) 284 - 286: 35(fvec3) Load 135(d3) - 287: 21(ivec3) ConvertFToU 286 - Store 285(r23) 287 - 289: 14(ivec3) Load 107(i3) - 290: 28(bvec3) INotEqual 289 187 - Store 288(r30) 290 - 292: 21(ivec3) Load 115(u3) - 293: 28(bvec3) INotEqual 292 187 - Store 291(r31) 293 - 295: 7(fvec3) Load 159(f3) - 296: 28(bvec3) FOrdNotEqual 295 127 - Store 294(r32) 296 - 298: 35(fvec3) Load 135(d3) - 299: 28(bvec3) FOrdNotEqual 298 220 - Store 297(r33) 299 - 301: 14(ivec3) Load 107(i3) - 302: 35(fvec3) ConvertSToF 301 - Store 300(r40) 302 - 304: 21(ivec3) Load 115(u3) - 305: 35(fvec3) ConvertUToF 304 - Store 303(r41) 305 - 307: 7(fvec3) Load 159(f3) - 308: 35(fvec3) FConvert 307 - Store 306(r42) 308 - 310: 28(bvec3) Load 123(b3) - 311: 35(fvec3) Select 310 240 220 - Store 309(r43) 311 - 312: 14(ivec3) Load 107(i3) - 313: 7(fvec3) ConvertSToF 312 - 314: 7(fvec3) Load 252(r00) - 315: 7(fvec3) FMul 314 313 - Store 252(r00) 315 - 316: 28(bvec3) Load 123(b3) - 317: 7(fvec3) Select 316 128 127 - 318: 7(fvec3) Load 255(r01) - 319: 7(fvec3) FMul 318 317 - Store 255(r01) 319 - 320: 21(ivec3) Load 115(u3) - 321: 7(fvec3) ConvertUToF 320 - 322: 7(fvec3) Load 258(r02) - 323: 7(fvec3) FMul 322 321 - Store 258(r02) 323 - 324: 35(fvec3) Load 135(d3) - 325: 7(fvec3) FConvert 324 - 326: 7(fvec3) Load 261(r03) - 327: 7(fvec3) FMul 326 325 - Store 261(r03) 327 - 328: 28(bvec3) Load 123(b3) - 329: 14(ivec3) Select 328 152 151 - 330: 14(ivec3) Load 264(r10) - 331: 14(ivec3) IMul 330 329 - Store 264(r10) 331 - 332: 21(ivec3) Load 115(u3) - 333: 14(ivec3) Bitcast 332 - 334: 14(ivec3) Load 267(r11) - 335: 14(ivec3) IMul 334 333 - Store 267(r11) 335 - 336: 7(fvec3) Load 159(f3) - 337: 14(ivec3) ConvertFToS 336 - 338: 14(ivec3) Load 270(r12) - 339: 14(ivec3) IMul 338 337 - Store 270(r12) 339 - 340: 35(fvec3) Load 135(d3) - 341: 14(ivec3) ConvertFToS 340 - 342: 14(ivec3) Load 273(r13) - 343: 14(ivec3) IMul 342 341 - Store 273(r13) 343 - 344: 28(bvec3) Load 123(b3) - 345: 21(ivec3) Select 344 188 187 - 346: 21(ivec3) Load 276(r20) - 347: 21(ivec3) IMul 346 345 - Store 276(r20) 347 - 348: 14(ivec3) Load 107(i3) - 349: 21(ivec3) Bitcast 348 - 350: 21(ivec3) Load 279(r21) - 351: 21(ivec3) IMul 350 349 - Store 279(r21) 351 - 352: 7(fvec3) Load 159(f3) - 353: 21(ivec3) ConvertFToU 352 - 354: 21(ivec3) Load 282(r22) - 355: 21(ivec3) IMul 354 353 - Store 282(r22) 355 - 356: 35(fvec3) Load 135(d3) - 357: 21(ivec3) ConvertFToU 356 - 358: 21(ivec3) Load 285(r23) - 359: 21(ivec3) IMul 358 357 - Store 285(r23) 359 - 360: 14(ivec3) Load 107(i3) - 361: 35(fvec3) ConvertSToF 360 - 362: 35(fvec3) Load 300(r40) - 363: 35(fvec3) FMul 362 361 - Store 300(r40) 363 - 364: 21(ivec3) Load 115(u3) - 365: 35(fvec3) ConvertUToF 364 - 366: 35(fvec3) Load 303(r41) - 367: 35(fvec3) FMul 366 365 - Store 303(r41) 367 - 368: 7(fvec3) Load 159(f3) - 369: 35(fvec3) FConvert 368 - 370: 35(fvec3) Load 306(r42) - 371: 35(fvec3) FMul 370 369 - Store 306(r42) 371 - 372: 28(bvec3) Load 123(b3) - 373: 35(fvec3) Select 372 240 220 - 374: 35(fvec3) Load 309(r43) - 375: 35(fvec3) FMul 374 373 - Store 309(r43) 375 - 378: 13(int) Load 377(is) - 379: 6(float) ConvertSToF 378 - 380: 7(fvec3) Load 252(r00) - 381: 7(fvec3) VectorTimesScalar 380 379 - Store 252(r00) 381 - 384: 27(bool) Load 383(bs) - 385: 6(float) Select 384 126 125 - 386: 7(fvec3) Load 255(r01) - 387: 7(fvec3) VectorTimesScalar 386 385 - Store 255(r01) 387 - 390: 20(int) Load 389(us) - 391: 6(float) ConvertUToF 390 - 392: 7(fvec3) Load 258(r02) - 393: 7(fvec3) VectorTimesScalar 392 391 - Store 258(r02) 393 - 396: 34(float) Load 395(ds) - 397: 6(float) FConvert 396 - 398: 7(fvec3) Load 261(r03) - 399: 7(fvec3) VectorTimesScalar 398 397 - Store 261(r03) 399 - 400: 27(bool) Load 383(bs) - 401: 13(int) Select 400 150 149 - 402: 14(ivec3) Load 264(r10) - 403: 14(ivec3) CompositeConstruct 401 401 401 - 404: 14(ivec3) IMul 402 403 - Store 264(r10) 404 - 405: 20(int) Load 389(us) - 406: 13(int) Bitcast 405 - 407: 14(ivec3) Load 267(r11) - 408: 14(ivec3) CompositeConstruct 406 406 406 - 409: 14(ivec3) IMul 407 408 - Store 267(r11) 409 - 412: 6(float) Load 411(fs) - 413: 13(int) ConvertFToS 412 - 414: 14(ivec3) Load 270(r12) - 415: 14(ivec3) CompositeConstruct 413 413 413 - 416: 14(ivec3) IMul 414 415 - Store 270(r12) 416 - 417: 34(float) Load 395(ds) - 418: 13(int) ConvertFToS 417 - 419: 14(ivec3) Load 273(r13) - 420: 14(ivec3) CompositeConstruct 418 418 418 - 421: 14(ivec3) IMul 419 420 - Store 273(r13) 421 - 422: 27(bool) Load 383(bs) - 423: 20(int) Select 422 186 185 - 424: 21(ivec3) Load 276(r20) - 425: 21(ivec3) CompositeConstruct 423 423 423 - 426: 21(ivec3) IMul 424 425 - Store 276(r20) 426 - 427: 13(int) Load 377(is) - 428: 20(int) Bitcast 427 - 429: 21(ivec3) Load 279(r21) - 430: 21(ivec3) CompositeConstruct 428 428 428 - 431: 21(ivec3) IMul 429 430 - Store 279(r21) 431 - 432: 6(float) Load 411(fs) - 433: 20(int) ConvertFToU 432 - 434: 21(ivec3) Load 282(r22) - 435: 21(ivec3) CompositeConstruct 433 433 433 - 436: 21(ivec3) IMul 434 435 - Store 282(r22) 436 - 437: 34(float) Load 395(ds) - 438: 20(int) ConvertFToU 437 - 439: 21(ivec3) Load 285(r23) - 440: 21(ivec3) CompositeConstruct 438 438 438 - 441: 21(ivec3) IMul 439 440 - Store 285(r23) 441 - 442: 13(int) Load 377(is) - 443: 34(float) ConvertSToF 442 - 444: 35(fvec3) Load 300(r40) - 445: 35(fvec3) VectorTimesScalar 444 443 - Store 300(r40) 445 - 446: 20(int) Load 389(us) - 447: 34(float) ConvertUToF 446 - 448: 35(fvec3) Load 303(r41) - 449: 35(fvec3) VectorTimesScalar 448 447 - Store 303(r41) 449 - 450: 6(float) Load 411(fs) - 451: 34(float) FConvert 450 - 452: 35(fvec3) Load 306(r42) - 453: 35(fvec3) VectorTimesScalar 452 451 - Store 306(r42) 453 - 454: 27(bool) Load 383(bs) - 455: 34(float) Select 454 239 219 - 456: 35(fvec3) Load 309(r43) - 457: 35(fvec3) VectorTimesScalar 456 455 - Store 309(r43) 457 - Store 459(c1) 460 - Store 461(c2) 460 - 466: 13(int) Load 459(c1) - 467: 6(float) ConvertSToF 466 - 468: 13(int) Load 461(c2) - 469: 6(float) ConvertSToF 468 - 470: 462(fvec4) CompositeConstruct 465 465 467 469 - Store 464(outval) 470 - 474: 462(fvec4) Load 464(outval) - 475: 463(ptr) AccessChain 473(psout) 149 - Store 475 474 - 478: 463(ptr) AccessChain 473(psout) 149 - 479: 462(fvec4) Load 478 - Store 477(Color) 479 + 300(r00): 8(ptr) Variable Function + 304(r01): 8(ptr) Variable Function + 309(r02): 8(ptr) Variable Function + 313(r03): 8(ptr) Variable Function + 317(r10): 15(ptr) Variable Function + 322(r11): 15(ptr) Variable Function + 326(r12): 15(ptr) Variable Function + 330(r13): 15(ptr) Variable Function + 334(r20): 22(ptr) Variable Function + 339(r21): 22(ptr) Variable Function + 343(r22): 22(ptr) Variable Function + 347(r23): 22(ptr) Variable Function + 351(r30): 29(ptr) Variable Function + 355(r31): 29(ptr) Variable Function + 359(r32): 29(ptr) Variable Function + 363(r33): 29(ptr) Variable Function + 367(r40): 36(ptr) Variable Function + 371(r41): 36(ptr) Variable Function + 375(r42): 36(ptr) Variable Function + 379(r43): 36(ptr) Variable Function + 570(c1): 569(ptr) Variable Function + 571(c2): 569(ptr) Variable Function + 574(outval): 573(ptr) Variable Function + 583(psout): 582(ptr) Variable Function + 301: 110(ptr) AccessChain 108 109 + 302: 14(ivec3) Load 301 + 303: 7(fvec3) ConvertSToF 302 + Store 300(r00) 303 + 305: 120(ptr) AccessChain 108 129 + 306: 21(ivec3) Load 305 + 307: 28(bvec3) INotEqual 306 133 + 308: 7(fvec3) Select 307 138 137 + Store 304(r01) 308 + 310: 120(ptr) AccessChain 108 119 + 311: 21(ivec3) Load 310 + 312: 7(fvec3) ConvertUToF 311 + Store 309(r02) 312 + 314: 147(ptr) AccessChain 108 146 + 315: 35(fvec3) Load 314 + 316: 7(fvec3) FConvert 315 + Store 313(r03) 316 + 318: 120(ptr) AccessChain 108 129 + 319: 21(ivec3) Load 318 + 320: 28(bvec3) INotEqual 319 133 + 321: 14(ivec3) Select 320 168 167 + Store 317(r10) 321 + 323: 120(ptr) AccessChain 108 119 + 324: 21(ivec3) Load 323 + 325: 14(ivec3) Bitcast 324 + Store 322(r11) 325 + 327: 177(ptr) AccessChain 108 176 + 328: 7(fvec3) Load 327 + 329: 14(ivec3) ConvertFToS 328 + Store 326(r12) 329 + 331: 147(ptr) AccessChain 108 146 + 332: 35(fvec3) Load 331 + 333: 14(ivec3) ConvertFToS 332 + Store 330(r13) 333 + 335: 120(ptr) AccessChain 108 129 + 336: 21(ivec3) Load 335 + 337: 28(bvec3) INotEqual 336 133 + 338: 21(ivec3) Select 337 214 133 + Store 334(r20) 338 + 340: 110(ptr) AccessChain 108 109 + 341: 14(ivec3) Load 340 + 342: 21(ivec3) Bitcast 341 + Store 339(r21) 342 + 344: 177(ptr) AccessChain 108 176 + 345: 7(fvec3) Load 344 + 346: 21(ivec3) ConvertFToU 345 + Store 343(r22) 346 + 348: 147(ptr) AccessChain 108 146 + 349: 35(fvec3) Load 348 + 350: 21(ivec3) ConvertFToU 349 + Store 347(r23) 350 + 352: 110(ptr) AccessChain 108 109 + 353: 14(ivec3) Load 352 + 354: 28(bvec3) INotEqual 353 133 + Store 351(r30) 354 + 356: 120(ptr) AccessChain 108 119 + 357: 21(ivec3) Load 356 + 358: 28(bvec3) INotEqual 357 133 + Store 355(r31) 358 + 360: 177(ptr) AccessChain 108 176 + 361: 7(fvec3) Load 360 + 362: 28(bvec3) FOrdNotEqual 361 137 + Store 359(r32) 362 + 364: 147(ptr) AccessChain 108 146 + 365: 35(fvec3) Load 364 + 366: 28(bvec3) FOrdNotEqual 365 257 + Store 363(r33) 366 + 368: 110(ptr) AccessChain 108 109 + 369: 14(ivec3) Load 368 + 370: 35(fvec3) ConvertSToF 369 + Store 367(r40) 370 + 372: 120(ptr) AccessChain 108 119 + 373: 21(ivec3) Load 372 + 374: 35(fvec3) ConvertUToF 373 + Store 371(r41) 374 + 376: 177(ptr) AccessChain 108 176 + 377: 7(fvec3) Load 376 + 378: 35(fvec3) FConvert 377 + Store 375(r42) 378 + 380: 120(ptr) AccessChain 108 129 + 381: 21(ivec3) Load 380 + 382: 28(bvec3) INotEqual 381 133 + 383: 35(fvec3) Select 382 284 257 + Store 379(r43) 383 + 384: 110(ptr) AccessChain 108 109 + 385: 14(ivec3) Load 384 + 386: 7(fvec3) ConvertSToF 385 + 387: 7(fvec3) Load 300(r00) + 388: 7(fvec3) FMul 387 386 + Store 300(r00) 388 + 389: 120(ptr) AccessChain 108 129 + 390: 21(ivec3) Load 389 + 391: 28(bvec3) INotEqual 390 133 + 392: 7(fvec3) Select 391 138 137 + 393: 7(fvec3) Load 304(r01) + 394: 7(fvec3) FMul 393 392 + Store 304(r01) 394 + 395: 120(ptr) AccessChain 108 119 + 396: 21(ivec3) Load 395 + 397: 7(fvec3) ConvertUToF 396 + 398: 7(fvec3) Load 309(r02) + 399: 7(fvec3) FMul 398 397 + Store 309(r02) 399 + 400: 147(ptr) AccessChain 108 146 + 401: 35(fvec3) Load 400 + 402: 7(fvec3) FConvert 401 + 403: 7(fvec3) Load 313(r03) + 404: 7(fvec3) FMul 403 402 + Store 313(r03) 404 + 405: 120(ptr) AccessChain 108 129 + 406: 21(ivec3) Load 405 + 407: 28(bvec3) INotEqual 406 133 + 408: 14(ivec3) Select 407 168 167 + 409: 14(ivec3) Load 317(r10) + 410: 14(ivec3) IMul 409 408 + Store 317(r10) 410 + 411: 120(ptr) AccessChain 108 119 + 412: 21(ivec3) Load 411 + 413: 14(ivec3) Bitcast 412 + 414: 14(ivec3) Load 322(r11) + 415: 14(ivec3) IMul 414 413 + Store 322(r11) 415 + 416: 177(ptr) AccessChain 108 176 + 417: 7(fvec3) Load 416 + 418: 14(ivec3) ConvertFToS 417 + 419: 14(ivec3) Load 326(r12) + 420: 14(ivec3) IMul 419 418 + Store 326(r12) 420 + 421: 147(ptr) AccessChain 108 146 + 422: 35(fvec3) Load 421 + 423: 14(ivec3) ConvertFToS 422 + 424: 14(ivec3) Load 330(r13) + 425: 14(ivec3) IMul 424 423 + Store 330(r13) 425 + 426: 120(ptr) AccessChain 108 129 + 427: 21(ivec3) Load 426 + 428: 28(bvec3) INotEqual 427 133 + 429: 21(ivec3) Select 428 214 133 + 430: 21(ivec3) Load 334(r20) + 431: 21(ivec3) IMul 430 429 + Store 334(r20) 431 + 432: 110(ptr) AccessChain 108 109 + 433: 14(ivec3) Load 432 + 434: 21(ivec3) Bitcast 433 + 435: 21(ivec3) Load 339(r21) + 436: 21(ivec3) IMul 435 434 + Store 339(r21) 436 + 437: 177(ptr) AccessChain 108 176 + 438: 7(fvec3) Load 437 + 439: 21(ivec3) ConvertFToU 438 + 440: 21(ivec3) Load 343(r22) + 441: 21(ivec3) IMul 440 439 + Store 343(r22) 441 + 442: 147(ptr) AccessChain 108 146 + 443: 35(fvec3) Load 442 + 444: 21(ivec3) ConvertFToU 443 + 445: 21(ivec3) Load 347(r23) + 446: 21(ivec3) IMul 445 444 + Store 347(r23) 446 + 447: 110(ptr) AccessChain 108 109 + 448: 14(ivec3) Load 447 + 449: 35(fvec3) ConvertSToF 448 + 450: 35(fvec3) Load 367(r40) + 451: 35(fvec3) FMul 450 449 + Store 367(r40) 451 + 452: 120(ptr) AccessChain 108 119 + 453: 21(ivec3) Load 452 + 454: 35(fvec3) ConvertUToF 453 + 455: 35(fvec3) Load 371(r41) + 456: 35(fvec3) FMul 455 454 + Store 371(r41) 456 + 457: 177(ptr) AccessChain 108 176 + 458: 7(fvec3) Load 457 + 459: 35(fvec3) FConvert 458 + 460: 35(fvec3) Load 375(r42) + 461: 35(fvec3) FMul 460 459 + Store 375(r42) 461 + 462: 120(ptr) AccessChain 108 129 + 463: 21(ivec3) Load 462 + 464: 28(bvec3) INotEqual 463 133 + 465: 35(fvec3) Select 464 284 257 + 466: 35(fvec3) Load 379(r43) + 467: 35(fvec3) FMul 466 465 + Store 379(r43) 467 + 470: 469(ptr) AccessChain 108 468 + 471: 13(int) Load 470 + 472: 6(float) ConvertSToF 471 + 473: 7(fvec3) Load 300(r00) + 474: 7(fvec3) VectorTimesScalar 473 472 + Store 300(r00) 474 + 477: 476(ptr) AccessChain 108 475 + 478: 20(int) Load 477 + 479: 27(bool) INotEqual 478 132 + 480: 6(float) Select 479 136 135 + 481: 7(fvec3) Load 304(r01) + 482: 7(fvec3) VectorTimesScalar 481 480 + Store 304(r01) 482 + 484: 476(ptr) AccessChain 108 483 + 485: 20(int) Load 484 + 486: 6(float) ConvertUToF 485 + 487: 7(fvec3) Load 309(r02) + 488: 7(fvec3) VectorTimesScalar 487 486 + Store 309(r02) 488 + 491: 490(ptr) AccessChain 108 489 + 492: 34(float) Load 491 + 493: 6(float) FConvert 492 + 494: 7(fvec3) Load 313(r03) + 495: 7(fvec3) VectorTimesScalar 494 493 + Store 313(r03) 495 + 496: 476(ptr) AccessChain 108 475 + 497: 20(int) Load 496 + 498: 27(bool) INotEqual 497 132 + 499: 13(int) Select 498 129 109 + 500: 14(ivec3) Load 317(r10) + 501: 14(ivec3) CompositeConstruct 499 499 499 + 502: 14(ivec3) IMul 500 501 + Store 317(r10) 502 + 503: 476(ptr) AccessChain 108 483 + 504: 20(int) Load 503 + 505: 13(int) Bitcast 504 + 506: 14(ivec3) Load 322(r11) + 507: 14(ivec3) CompositeConstruct 505 505 505 + 508: 14(ivec3) IMul 506 507 + Store 322(r11) 508 + 511: 510(ptr) AccessChain 108 509 + 512: 6(float) Load 511 + 513: 13(int) ConvertFToS 512 + 514: 14(ivec3) Load 326(r12) + 515: 14(ivec3) CompositeConstruct 513 513 513 + 516: 14(ivec3) IMul 514 515 + Store 326(r12) 516 + 517: 490(ptr) AccessChain 108 489 + 518: 34(float) Load 517 + 519: 13(int) ConvertFToS 518 + 520: 14(ivec3) Load 330(r13) + 521: 14(ivec3) CompositeConstruct 519 519 519 + 522: 14(ivec3) IMul 520 521 + Store 330(r13) 522 + 523: 476(ptr) AccessChain 108 475 + 524: 20(int) Load 523 + 525: 27(bool) INotEqual 524 132 + 526: 20(int) Select 525 213 132 + 527: 21(ivec3) Load 334(r20) + 528: 21(ivec3) CompositeConstruct 526 526 526 + 529: 21(ivec3) IMul 527 528 + Store 334(r20) 529 + 530: 469(ptr) AccessChain 108 468 + 531: 13(int) Load 530 + 532: 20(int) Bitcast 531 + 533: 21(ivec3) Load 339(r21) + 534: 21(ivec3) CompositeConstruct 532 532 532 + 535: 21(ivec3) IMul 533 534 + Store 339(r21) 535 + 536: 510(ptr) AccessChain 108 509 + 537: 6(float) Load 536 + 538: 20(int) ConvertFToU 537 + 539: 21(ivec3) Load 343(r22) + 540: 21(ivec3) CompositeConstruct 538 538 538 + 541: 21(ivec3) IMul 539 540 + Store 343(r22) 541 + 542: 490(ptr) AccessChain 108 489 + 543: 34(float) Load 542 + 544: 20(int) ConvertFToU 543 + 545: 21(ivec3) Load 347(r23) + 546: 21(ivec3) CompositeConstruct 544 544 544 + 547: 21(ivec3) IMul 545 546 + Store 347(r23) 547 + 548: 469(ptr) AccessChain 108 468 + 549: 13(int) Load 548 + 550: 34(float) ConvertSToF 549 + 551: 35(fvec3) Load 367(r40) + 552: 35(fvec3) VectorTimesScalar 551 550 + Store 367(r40) 552 + 553: 476(ptr) AccessChain 108 483 + 554: 20(int) Load 553 + 555: 34(float) ConvertUToF 554 + 556: 35(fvec3) Load 371(r41) + 557: 35(fvec3) VectorTimesScalar 556 555 + Store 371(r41) 557 + 558: 510(ptr) AccessChain 108 509 + 559: 6(float) Load 558 + 560: 34(float) FConvert 559 + 561: 35(fvec3) Load 375(r42) + 562: 35(fvec3) VectorTimesScalar 561 560 + Store 375(r42) 562 + 563: 476(ptr) AccessChain 108 475 + 564: 20(int) Load 563 + 565: 27(bool) INotEqual 564 132 + 566: 34(float) Select 565 283 256 + 567: 35(fvec3) Load 379(r43) + 568: 35(fvec3) VectorTimesScalar 567 566 + Store 379(r43) 568 + Store 570(c1) 119 + Store 571(c2) 119 + 576: 13(int) Load 570(c1) + 577: 6(float) ConvertSToF 576 + 578: 13(int) Load 571(c2) + 579: 6(float) ConvertSToF 578 + 580: 572(fvec4) CompositeConstruct 575 575 577 579 + Store 574(outval) 580 + 584: 572(fvec4) Load 574(outval) + 585: 573(ptr) AccessChain 583(psout) 109 + Store 585 584 + 588: 573(ptr) AccessChain 583(psout) 109 + 589: 572(fvec4) Load 588 + Store 587(Color) 589 Return FunctionEnd 11(Fn_F3(vf3;): 2 Function None 9 @@ -1510,200 +2120,248 @@ gl_FragCoord origin is upper left 43(Fn_R_F3I(vf3;): 7(fvec3) Function None 41 42(p): 8(ptr) FunctionParameter 44: Label - 108: 14(ivec3) Load 107(i3) - 109: 7(fvec3) ConvertSToF 108 - Store 42(p) 109 - 110: 14(ivec3) Load 107(i3) - 111: 7(fvec3) ConvertSToF 110 - ReturnValue 111 + 111: 110(ptr) AccessChain 108 109 + 112: 14(ivec3) Load 111 + 113: 7(fvec3) ConvertSToF 112 + Store 42(p) 113 + 114: 110(ptr) AccessChain 108 109 + 115: 14(ivec3) Load 114 + 116: 7(fvec3) ConvertSToF 115 + ReturnValue 116 FunctionEnd 46(Fn_R_F3U(vf3;): 7(fvec3) Function None 41 45(p): 8(ptr) FunctionParameter 47: Label - 116: 21(ivec3) Load 115(u3) - 117: 7(fvec3) ConvertUToF 116 - Store 45(p) 117 - 118: 21(ivec3) Load 115(u3) - 119: 7(fvec3) ConvertUToF 118 - ReturnValue 119 + 121: 120(ptr) AccessChain 108 119 + 122: 21(ivec3) Load 121 + 123: 7(fvec3) ConvertUToF 122 + Store 45(p) 123 + 124: 120(ptr) AccessChain 108 119 + 125: 21(ivec3) Load 124 + 126: 7(fvec3) ConvertUToF 125 + ReturnValue 126 FunctionEnd 49(Fn_R_F3B(vf3;): 7(fvec3) Function None 41 48(p): 8(ptr) FunctionParameter 50: Label - 124: 28(bvec3) Load 123(b3) - 129: 7(fvec3) Select 124 128 127 - Store 48(p) 129 - 130: 28(bvec3) Load 123(b3) - 131: 7(fvec3) Select 130 128 127 - ReturnValue 131 + 130: 120(ptr) AccessChain 108 129 + 131: 21(ivec3) Load 130 + 134: 28(bvec3) INotEqual 131 133 + 139: 7(fvec3) Select 134 138 137 + Store 48(p) 139 + 140: 120(ptr) AccessChain 108 129 + 141: 21(ivec3) Load 140 + 142: 28(bvec3) INotEqual 141 133 + 143: 7(fvec3) Select 142 138 137 + ReturnValue 143 FunctionEnd 52(Fn_R_F3D(vf3;): 7(fvec3) Function None 41 51(p): 8(ptr) FunctionParameter 53: Label - 136: 35(fvec3) Load 135(d3) - 137: 7(fvec3) FConvert 136 - Store 51(p) 137 - 138: 35(fvec3) Load 135(d3) - 139: 7(fvec3) FConvert 138 - ReturnValue 139 + 148: 147(ptr) AccessChain 108 146 + 149: 35(fvec3) Load 148 + 150: 7(fvec3) FConvert 149 + Store 51(p) 150 + 151: 147(ptr) AccessChain 108 146 + 152: 35(fvec3) Load 151 + 153: 7(fvec3) FConvert 152 + ReturnValue 153 FunctionEnd 56(Fn_R_I3U(vi3;): 14(ivec3) Function None 54 55(p): 15(ptr) FunctionParameter 57: Label - 142: 21(ivec3) Load 115(u3) - 143: 14(ivec3) Bitcast 142 - Store 55(p) 143 - 144: 21(ivec3) Load 115(u3) - 145: 14(ivec3) Bitcast 144 - ReturnValue 145 + 156: 120(ptr) AccessChain 108 119 + 157: 21(ivec3) Load 156 + 158: 14(ivec3) Bitcast 157 + Store 55(p) 158 + 159: 120(ptr) AccessChain 108 119 + 160: 21(ivec3) Load 159 + 161: 14(ivec3) Bitcast 160 + ReturnValue 161 FunctionEnd 59(Fn_R_I3B(vi3;): 14(ivec3) Function None 54 58(p): 15(ptr) FunctionParameter 60: Label - 148: 28(bvec3) Load 123(b3) - 153: 14(ivec3) Select 148 152 151 - Store 58(p) 153 - 154: 28(bvec3) Load 123(b3) - 155: 14(ivec3) Select 154 152 151 - ReturnValue 155 + 164: 120(ptr) AccessChain 108 129 + 165: 21(ivec3) Load 164 + 166: 28(bvec3) INotEqual 165 133 + 169: 14(ivec3) Select 166 168 167 + Store 58(p) 169 + 170: 120(ptr) AccessChain 108 129 + 171: 21(ivec3) Load 170 + 172: 28(bvec3) INotEqual 171 133 + 173: 14(ivec3) Select 172 168 167 + ReturnValue 173 FunctionEnd 62(Fn_R_I3F(vi3;): 14(ivec3) Function None 54 61(p): 15(ptr) FunctionParameter 63: Label - 160: 7(fvec3) Load 159(f3) - 161: 14(ivec3) ConvertFToS 160 - Store 61(p) 161 - 162: 7(fvec3) Load 159(f3) - 163: 14(ivec3) ConvertFToS 162 - ReturnValue 163 + 178: 177(ptr) AccessChain 108 176 + 179: 7(fvec3) Load 178 + 180: 14(ivec3) ConvertFToS 179 + Store 61(p) 180 + 181: 177(ptr) AccessChain 108 176 + 182: 7(fvec3) Load 181 + 183: 14(ivec3) ConvertFToS 182 + ReturnValue 183 FunctionEnd 65(Fn_R_I3D(vi3;): 14(ivec3) Function None 54 64(p): 15(ptr) FunctionParameter 66: Label - 166: 35(fvec3) Load 135(d3) - 167: 14(ivec3) ConvertFToS 166 - Store 64(p) 167 - 168: 35(fvec3) Load 135(d3) - 169: 14(ivec3) ConvertFToS 168 - ReturnValue 169 + 186: 147(ptr) AccessChain 108 146 + 187: 35(fvec3) Load 186 + 188: 14(ivec3) ConvertFToS 187 + Store 64(p) 188 + 189: 147(ptr) AccessChain 108 146 + 190: 35(fvec3) Load 189 + 191: 14(ivec3) ConvertFToS 190 + ReturnValue 191 FunctionEnd 69(Fn_R_U3I(vu3;): 21(ivec3) Function None 67 68(p): 22(ptr) FunctionParameter 70: Label - 172: 14(ivec3) Load 107(i3) - 173: 21(ivec3) Bitcast 172 - Store 68(p) 173 - 174: 14(ivec3) Load 107(i3) - 175: 21(ivec3) Bitcast 174 - ReturnValue 175 + 194: 110(ptr) AccessChain 108 109 + 195: 14(ivec3) Load 194 + 196: 21(ivec3) Bitcast 195 + Store 68(p) 196 + 197: 110(ptr) AccessChain 108 109 + 198: 14(ivec3) Load 197 + 199: 21(ivec3) Bitcast 198 + ReturnValue 199 FunctionEnd 72(Fn_R_U3F(vu3;): 21(ivec3) Function None 67 71(p): 22(ptr) FunctionParameter 73: Label - 178: 7(fvec3) Load 159(f3) - 179: 21(ivec3) ConvertFToU 178 - Store 71(p) 179 - 180: 7(fvec3) Load 159(f3) - 181: 21(ivec3) ConvertFToU 180 - ReturnValue 181 + 202: 177(ptr) AccessChain 108 176 + 203: 7(fvec3) Load 202 + 204: 21(ivec3) ConvertFToU 203 + Store 71(p) 204 + 205: 177(ptr) AccessChain 108 176 + 206: 7(fvec3) Load 205 + 207: 21(ivec3) ConvertFToU 206 + ReturnValue 207 FunctionEnd 75(Fn_R_U3B(vu3;): 21(ivec3) Function None 67 74(p): 22(ptr) FunctionParameter 76: Label - 184: 28(bvec3) Load 123(b3) - 189: 21(ivec3) Select 184 188 187 - Store 74(p) 189 - 190: 28(bvec3) Load 123(b3) - 191: 21(ivec3) Select 190 188 187 - ReturnValue 191 + 210: 120(ptr) AccessChain 108 129 + 211: 21(ivec3) Load 210 + 212: 28(bvec3) INotEqual 211 133 + 215: 21(ivec3) Select 212 214 133 + Store 74(p) 215 + 216: 120(ptr) AccessChain 108 129 + 217: 21(ivec3) Load 216 + 218: 28(bvec3) INotEqual 217 133 + 219: 21(ivec3) Select 218 214 133 + ReturnValue 219 FunctionEnd 78(Fn_R_U3D(vu3;): 21(ivec3) Function None 67 77(p): 22(ptr) FunctionParameter 79: Label - 194: 35(fvec3) Load 135(d3) - 195: 21(ivec3) ConvertFToU 194 - Store 77(p) 195 - 196: 35(fvec3) Load 135(d3) - 197: 21(ivec3) ConvertFToU 196 - ReturnValue 197 + 222: 147(ptr) AccessChain 108 146 + 223: 35(fvec3) Load 222 + 224: 21(ivec3) ConvertFToU 223 + Store 77(p) 224 + 225: 147(ptr) AccessChain 108 146 + 226: 35(fvec3) Load 225 + 227: 21(ivec3) ConvertFToU 226 + ReturnValue 227 FunctionEnd 82(Fn_R_B3I(vb3;): 28(bvec3) Function None 80 81(p): 29(ptr) FunctionParameter 83: Label - 200: 14(ivec3) Load 107(i3) - 201: 28(bvec3) INotEqual 200 187 - Store 81(p) 201 - 202: 14(ivec3) Load 107(i3) - 203: 28(bvec3) INotEqual 202 187 - ReturnValue 203 + 230: 110(ptr) AccessChain 108 109 + 231: 14(ivec3) Load 230 + 232: 28(bvec3) INotEqual 231 133 + Store 81(p) 232 + 233: 110(ptr) AccessChain 108 109 + 234: 14(ivec3) Load 233 + 235: 28(bvec3) INotEqual 234 133 + ReturnValue 235 FunctionEnd 85(Fn_R_B3U(vb3;): 28(bvec3) Function None 80 84(p): 29(ptr) FunctionParameter 86: Label - 206: 21(ivec3) Load 115(u3) - 207: 28(bvec3) INotEqual 206 187 - Store 84(p) 207 - 208: 21(ivec3) Load 115(u3) - 209: 28(bvec3) INotEqual 208 187 - ReturnValue 209 + 238: 120(ptr) AccessChain 108 119 + 239: 21(ivec3) Load 238 + 240: 28(bvec3) INotEqual 239 133 + Store 84(p) 240 + 241: 120(ptr) AccessChain 108 119 + 242: 21(ivec3) Load 241 + 243: 28(bvec3) INotEqual 242 133 + ReturnValue 243 FunctionEnd 88(Fn_R_B3F(vb3;): 28(bvec3) Function None 80 87(p): 29(ptr) FunctionParameter 89: Label - 212: 7(fvec3) Load 159(f3) - 213: 28(bvec3) FOrdNotEqual 212 127 - Store 87(p) 213 - 214: 7(fvec3) Load 159(f3) - 215: 28(bvec3) FOrdNotEqual 214 127 - ReturnValue 215 + 246: 177(ptr) AccessChain 108 176 + 247: 7(fvec3) Load 246 + 248: 28(bvec3) FOrdNotEqual 247 137 + Store 87(p) 248 + 249: 177(ptr) AccessChain 108 176 + 250: 7(fvec3) Load 249 + 251: 28(bvec3) FOrdNotEqual 250 137 + ReturnValue 251 FunctionEnd 91(Fn_R_B3D(vb3;): 28(bvec3) Function None 80 90(p): 29(ptr) FunctionParameter 92: Label - 218: 35(fvec3) Load 135(d3) - 221: 28(bvec3) FOrdNotEqual 218 220 - Store 90(p) 221 - 222: 35(fvec3) Load 135(d3) - 223: 28(bvec3) FOrdNotEqual 222 220 - ReturnValue 223 + 254: 147(ptr) AccessChain 108 146 + 255: 35(fvec3) Load 254 + 258: 28(bvec3) FOrdNotEqual 255 257 + Store 90(p) 258 + 259: 147(ptr) AccessChain 108 146 + 260: 35(fvec3) Load 259 + 261: 28(bvec3) FOrdNotEqual 260 257 + ReturnValue 261 FunctionEnd 95(Fn_R_D3I(vd3;): 35(fvec3) Function None 93 94(p): 36(ptr) FunctionParameter 96: Label - 226: 14(ivec3) Load 107(i3) - 227: 35(fvec3) ConvertSToF 226 - Store 94(p) 227 - 228: 14(ivec3) Load 107(i3) - 229: 35(fvec3) ConvertSToF 228 - ReturnValue 229 + 264: 110(ptr) AccessChain 108 109 + 265: 14(ivec3) Load 264 + 266: 35(fvec3) ConvertSToF 265 + Store 94(p) 266 + 267: 110(ptr) AccessChain 108 109 + 268: 14(ivec3) Load 267 + 269: 35(fvec3) ConvertSToF 268 + ReturnValue 269 FunctionEnd 98(Fn_R_D3U(vd3;): 35(fvec3) Function None 93 97(p): 36(ptr) FunctionParameter 99: Label - 232: 21(ivec3) Load 115(u3) - 233: 35(fvec3) ConvertUToF 232 - Store 97(p) 233 - 234: 21(ivec3) Load 115(u3) - 235: 35(fvec3) ConvertUToF 234 - ReturnValue 235 + 272: 120(ptr) AccessChain 108 119 + 273: 21(ivec3) Load 272 + 274: 35(fvec3) ConvertUToF 273 + Store 97(p) 274 + 275: 120(ptr) AccessChain 108 119 + 276: 21(ivec3) Load 275 + 277: 35(fvec3) ConvertUToF 276 + ReturnValue 277 FunctionEnd 101(Fn_R_D3B(vd3;): 35(fvec3) Function None 93 100(p): 36(ptr) FunctionParameter 102: Label - 238: 28(bvec3) Load 123(b3) - 241: 35(fvec3) Select 238 240 220 - Store 100(p) 241 - 242: 28(bvec3) Load 123(b3) - 243: 35(fvec3) Select 242 240 220 - ReturnValue 243 + 280: 120(ptr) AccessChain 108 129 + 281: 21(ivec3) Load 280 + 282: 28(bvec3) INotEqual 281 133 + 285: 35(fvec3) Select 282 284 257 + Store 100(p) 285 + 286: 120(ptr) AccessChain 108 129 + 287: 21(ivec3) Load 286 + 288: 28(bvec3) INotEqual 287 133 + 289: 35(fvec3) Select 288 284 257 + ReturnValue 289 FunctionEnd 104(Fn_R_D3F(vd3;): 35(fvec3) Function None 93 103(p): 36(ptr) FunctionParameter 105: Label - 246: 7(fvec3) Load 159(f3) - 247: 35(fvec3) FConvert 246 - Store 103(p) 247 - 248: 7(fvec3) Load 159(f3) - 249: 35(fvec3) FConvert 248 - ReturnValue 249 + 292: 177(ptr) AccessChain 108 176 + 293: 7(fvec3) Load 292 + 294: 35(fvec3) FConvert 293 + Store 103(p) 294 + 295: 177(ptr) AccessChain 108 176 + 296: 7(fvec3) Load 295 + 297: 35(fvec3) FConvert 296 + ReturnValue 297 FunctionEnd diff --git a/Test/baseResults/hlsl.reflection.vert.out b/Test/baseResults/hlsl.reflection.vert.out index 466b2a6f2..4ed4ddf66 100644 --- a/Test/baseResults/hlsl.reflection.vert.out +++ b/Test/baseResults/hlsl.reflection.vert.out @@ -5,7 +5,7 @@ Linked vertex stage: Uniform reflection: anonMember3: offset 80, type 8b52, size 1, index 0 -s.a: offset -1, type 1404, size 1, index -1 +s.a: offset 0, type 1404, size 1, index 1 scalar: offset 12, type 1404, size 1, index 0 m23: offset 16, type 8b67, size 1, index 0 scalarAfterm23: offset 48, type 1404, size 1, index 0 @@ -20,60 +20,57 @@ memf2: offset 60, type 8b56, size 1, index 0 memf3: offset 64, type 1404, size 1, index 0 memfloat2a: offset 72, type 8b50, size 1, index 0 m22: offset 80, type 8b5a, size 7, index 0 -dm22: offset -1, type 8b5a, size 4, index -1 +dm22: offset 32, type 8b5a, size 4, index 1 foo.n1.a: offset 0, type 1406, size 1, index 0 foo.n2.b: offset 16, type 1406, size 1, index 0 foo.n2.c: offset 20, type 1406, size 1, index 0 foo.n2.d: offset 24, type 1406, size 1, index 0 -deepA[0].d2.d1[2].va: offset -1, type 8b50, size 2, index -1 -deepA[1].d2.d1[2].va: offset -1, type 8b50, size 2, index -1 -deepB[1].d2.d1[0].va: offset -1, type 8b50, size 2, index -1 -deepB[1].d2.d1[1].va: offset -1, type 8b50, size 2, index -1 -deepB[1].d2.d1[2].va: offset -1, type 8b50, size 2, index -1 -deepB[1].d2.d1[3].va: offset -1, type 8b50, size 2, index -1 -deepB[0].d2.d1[0].va: offset -1, type 8b50, size 2, index -1 -deepB[0].d2.d1[1].va: offset -1, type 8b50, size 2, index -1 -deepB[0].d2.d1[2].va: offset -1, type 8b50, size 2, index -1 -deepB[0].d2.d1[3].va: offset -1, type 8b50, size 2, index -1 -deepC[1].iv4: offset -1, type 8b52, size 1, index -1 -deepC[1].d2.i: offset -1, type 1404, size 1, index -1 -deepC[1].d2.d1[0].va: offset -1, type 8b50, size 3, index -1 -deepC[1].d2.d1[0].b: offset -1, type 8b56, size 1, index -1 -deepC[1].d2.d1[1].va: offset -1, type 8b50, size 3, index -1 -deepC[1].d2.d1[1].b: offset -1, type 8b56, size 1, index -1 -deepC[1].d2.d1[2].va: offset -1, type 8b50, size 3, index -1 -deepC[1].d2.d1[2].b: offset -1, type 8b56, size 1, index -1 -deepC[1].d2.d1[3].va: offset -1, type 8b50, size 3, index -1 -deepC[1].d2.d1[3].b: offset -1, type 8b56, size 1, index -1 -deepC[1].v3: offset -1, type 8b54, size 1, index -1 -deepD[0].iv4: offset -1, type 8b52, size 1, index -1 -deepD[0].d2.i: offset -1, type 1404, size 1, index -1 -deepD[0].d2.d1[0].va: offset -1, type 8b50, size 3, index -1 -deepD[0].d2.d1[0].b: offset -1, type 8b56, size 1, index -1 -deepD[0].d2.d1[1].va: offset -1, type 8b50, size 3, index -1 -deepD[0].d2.d1[1].b: offset -1, type 8b56, size 1, index -1 -deepD[0].d2.d1[2].va: offset -1, type 8b50, size 3, index -1 -deepD[0].d2.d1[2].b: offset -1, type 8b56, size 1, index -1 -deepD[0].d2.d1[3].va: offset -1, type 8b50, size 3, index -1 -deepD[0].d2.d1[3].b: offset -1, type 8b56, size 1, index -1 -deepD[0].v3: offset -1, type 8b54, size 1, index -1 -deepD[1].iv4: offset -1, type 8b52, size 1, index -1 -deepD[1].d2.i: offset -1, type 1404, size 1, index -1 -deepD[1].d2.d1[0].va: offset -1, type 8b50, size 3, index -1 -deepD[1].d2.d1[0].b: offset -1, type 8b56, size 1, index -1 -deepD[1].d2.d1[1].va: offset -1, type 8b50, size 3, index -1 -deepD[1].d2.d1[1].b: offset -1, type 8b56, size 1, index -1 -deepD[1].d2.d1[2].va: offset -1, type 8b50, size 3, index -1 -deepD[1].d2.d1[2].b: offset -1, type 8b56, size 1, index -1 -deepD[1].d2.d1[3].va: offset -1, type 8b50, size 3, index -1 -deepD[1].d2.d1[3].b: offset -1, type 8b56, size 1, index -1 -deepD[1].v3: offset -1, type 8b54, size 1, index -1 +deepA.d2.d1[2].va: offset 376, type 8b50, size 2, index 1 +deepB.d2.d1.va: offset 984, type 8b50, size 2, index 1 +deepB.d2.d1[0].va: offset 984, type 8b50, size 2, index 1 +deepB.d2.d1[1].va: offset 984, type 8b50, size 2, index 1 +deepB.d2.d1[2].va: offset 984, type 8b50, size 2, index 1 +deepB.d2.d1[3].va: offset 984, type 8b50, size 2, index 1 +deepC.iv4: offset 1568, type 8b52, size 1, index 1 +deepC.d2.i: offset 1568, type 1404, size 1, index 1 +deepC.d2.d1[0].va: offset 1568, type 8b50, size 3, index 1 +deepC.d2.d1[0].b: offset 1568, type 8b56, size 1, index 1 +deepC.d2.d1[1].va: offset 1568, type 8b50, size 3, index 1 +deepC.d2.d1[1].b: offset 1568, type 8b56, size 1, index 1 +deepC.d2.d1[2].va: offset 1568, type 8b50, size 3, index 1 +deepC.d2.d1[2].b: offset 1568, type 8b56, size 1, index 1 +deepC.d2.d1[3].va: offset 1568, type 8b50, size 3, index 1 +deepC.d2.d1[3].b: offset 1568, type 8b56, size 1, index 1 +deepC.v3: offset 1568, type 8b54, size 1, index 1 +deepD[0].iv4: offset 2480, type 8b52, size 1, index 1 +deepD[0].d2.i: offset 2480, type 1404, size 1, index 1 +deepD[0].d2.d1[0].va: offset 2480, type 8b50, size 3, index 1 +deepD[0].d2.d1[0].b: offset 2480, type 8b56, size 1, index 1 +deepD[0].d2.d1[1].va: offset 2480, type 8b50, size 3, index 1 +deepD[0].d2.d1[1].b: offset 2480, type 8b56, size 1, index 1 +deepD[0].d2.d1[2].va: offset 2480, type 8b50, size 3, index 1 +deepD[0].d2.d1[2].b: offset 2480, type 8b56, size 1, index 1 +deepD[0].d2.d1[3].va: offset 2480, type 8b50, size 3, index 1 +deepD[0].d2.d1[3].b: offset 2480, type 8b56, size 1, index 1 +deepD[0].v3: offset 2480, type 8b54, size 1, index 1 +deepD[1].iv4: offset 2480, type 8b52, size 1, index 1 +deepD[1].d2.i: offset 2480, type 1404, size 1, index 1 +deepD[1].d2.d1[0].va: offset 2480, type 8b50, size 3, index 1 +deepD[1].d2.d1[0].b: offset 2480, type 8b56, size 1, index 1 +deepD[1].d2.d1[1].va: offset 2480, type 8b50, size 3, index 1 +deepD[1].d2.d1[1].b: offset 2480, type 8b56, size 1, index 1 +deepD[1].d2.d1[2].va: offset 2480, type 8b50, size 3, index 1 +deepD[1].d2.d1[2].b: offset 2480, type 8b56, size 1, index 1 +deepD[1].d2.d1[3].va: offset 2480, type 8b50, size 3, index 1 +deepD[1].d2.d1[3].b: offset 2480, type 8b56, size 1, index 1 +deepD[1].v3: offset 2480, type 8b54, size 1, index 1 foo: offset 0, type 1406, size 1, index 0 anonMember1: offset 0, type 8b51, size 1, index 0 -uf1: offset -1, type 1406, size 1, index -1 +uf1: offset 16, type 1406, size 1, index 1 Uniform block reflection: : offset -1, type ffffffff, size 496, index -1 +$Global: offset -1, type ffffffff, size 3088, index -1 Vertex attribute reflection: attributeFloat: offset 0, type 1406, size 0, index 0 diff --git a/Test/baseResults/hlsl.sample.array.dx10.frag.out b/Test/baseResults/hlsl.sample.array.dx10.frag.out index 54c3553a0..701229e07 100644 --- a/Test/baseResults/hlsl.sample.array.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -158,7 +158,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 diff --git a/Test/baseResults/hlsl.sample.basic.dx10.frag.out b/Test/baseResults/hlsl.sample.basic.dx10.frag.out index dca7f774a..2746f16f8 100644 --- a/Test/baseResults/hlsl.sample.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.basic.dx10.frag.out @@ -4,7 +4,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:53 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:53 Function Parameters: 0:? Sequence 0:57 move second child to first child (temp int) @@ -273,7 +273,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:53 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:53 Function Parameters: 0:? Sequence 0:57 move second child to first child (temp int) diff --git a/Test/baseResults/hlsl.sample.offset.dx10.frag.out b/Test/baseResults/hlsl.sample.offset.dx10.frag.out index b8c7d5ccc..48e3d85cc 100644 --- a/Test/baseResults/hlsl.sample.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -179,7 +179,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence diff --git a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out index b30a4e2d5..4d64fa0b4 100644 --- a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -134,7 +134,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence diff --git a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out index 66f4629a0..236889ba1 100644 --- a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -176,7 +176,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 diff --git a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out index faba4bef2..408c5ffa6 100644 --- a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -209,7 +209,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence diff --git a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out index e83058b07..ce7c4d337 100644 --- a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -197,7 +197,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence diff --git a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out index a9e44041a..2bad0c311 100644 --- a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -146,7 +146,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence diff --git a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out index 660db5b25..a968b7490 100644 --- a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -196,7 +196,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence diff --git a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out index 253a59e26..94986cfd4 100644 --- a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -187,7 +187,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence diff --git a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out index 3d744bd3d..7e3d0de97 100644 --- a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -160,7 +160,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence diff --git a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out index 2eb302e7b..fab86ff3f 100644 --- a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -166,7 +166,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence diff --git a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out index 949f7f2bd..adeb3cbc9 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -214,7 +214,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence diff --git a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out index 5f83499a4..0492ae780 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -205,7 +205,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out index ceb1415f8..c50872f4c 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -172,7 +172,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out index ea32bcecc..88f8d347f 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -178,7 +178,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence diff --git a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out index 16f575af8..ca057fd72 100644 --- a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -212,7 +212,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out index d0d275f13..326bd0166 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -263,7 +263,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out index 5e95ae0d2..ba56951ef 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.samplegrad.basic.dx10.vert Shader version: 450 0:? Sequence -0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -247,7 +247,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence diff --git a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out index ffe88328d..b000b538c 100644 --- a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -233,7 +233,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence diff --git a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out index 9e1417600..8eee2b503 100644 --- a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -167,7 +167,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 diff --git a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out index 766f6acb9..4254e04b1 100644 --- a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 @@ -176,7 +176,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +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 diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out index ee53339b0..44802a987 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:29 Function Parameters: 0:? Sequence 0:32 Sequence @@ -210,7 +210,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:29 Function Parameters: 0:? Sequence 0:32 Sequence diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out index 9af7a9fcd..e76a3955a 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.samplelevel.basic.dx10.vert Shader version: 450 0:? Sequence -0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -193,7 +193,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos}) +0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence diff --git a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out index d669a9991..043a04ca9 100644 --- a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -197,7 +197,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence diff --git a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out index fd2673b6a..bfc444da5 100644 --- a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -146,7 +146,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) +0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence diff --git a/Test/baseResults/hlsl.scope.frag.out b/Test/baseResults/hlsl.scope.frag.out index 4218c4fb8..81c1a8442 100755 --- a/Test/baseResults/hlsl.scope.frag.out +++ b/Test/baseResults/hlsl.scope.frag.out @@ -2,7 +2,7 @@ hlsl.scope.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global void) +0:2 Function Definition: PixelShaderFunction(vf4; (temp void) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -47,7 +47,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global void) +0:2 Function Definition: PixelShaderFunction(vf4; (temp void) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.semicolons.frag.out b/Test/baseResults/hlsl.semicolons.frag.out index a37991d84..43232161d 100644 --- a/Test/baseResults/hlsl.semicolons.frag.out +++ b/Test/baseResults/hlsl.semicolons.frag.out @@ -2,11 +2,11 @@ hlsl.semicolons.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: MyFunc( (global void) +0:2 Function Definition: MyFunc( (temp void) 0:2 Function Parameters: -0:8 Function Definition: MyFunc2( (global void) +0:8 Function Definition: MyFunc2( (temp void) 0:8 Function Parameters: -0:13 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:13 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:13 Function Parameters: 0:? Sequence 0:16 move second child to first child (temp 4-component vector of float) @@ -38,11 +38,11 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: MyFunc( (global void) +0:2 Function Definition: MyFunc( (temp void) 0:2 Function Parameters: -0:8 Function Definition: MyFunc2( (global void) +0:8 Function Definition: MyFunc2( (temp void) 0:8 Function Parameters: -0:13 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:13 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:13 Function Parameters: 0:? Sequence 0:16 move second child to first child (temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.shapeConv.frag.out b/Test/baseResults/hlsl.shapeConv.frag.out index c7fdf8d02..9ea4f8391 100755 --- a/Test/baseResults/hlsl.shapeConv.frag.out +++ b/Test/baseResults/hlsl.shapeConv.frag.out @@ -2,7 +2,7 @@ hlsl.shapeConv.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4;f1; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4;f1; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (in 4-component vector of float) 0:2 'f' (in float) @@ -117,7 +117,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4;f1; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4;f1; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (in 4-component vector of float) 0:2 'f' (in float) diff --git a/Test/baseResults/hlsl.sin.frag.out b/Test/baseResults/hlsl.sin.frag.out index e4940ae60..0836a6188 100755 --- a/Test/baseResults/hlsl.sin.frag.out +++ b/Test/baseResults/hlsl.sin.frag.out @@ -2,7 +2,7 @@ hlsl.sin.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -23,7 +23,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.string.frag.out b/Test/baseResults/hlsl.string.frag.out index 6016f52ee..3d80ce535 100755 --- a/Test/baseResults/hlsl.string.frag.out +++ b/Test/baseResults/hlsl.string.frag.out @@ -2,7 +2,7 @@ hlsl.string.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: main(f1; (global float) +0:10 Function Definition: main(f1; (temp float) 0:10 Function Parameters: 0:10 'f' (layout(location=0 ) in float) 0:? Sequence @@ -22,7 +22,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:10 Function Definition: main(f1; (global float) +0:10 Function Definition: main(f1; (temp float) 0:10 Function Parameters: 0:10 'f' (layout(location=0 ) in float) 0:? Sequence diff --git a/Test/baseResults/hlsl.stringtoken.frag.out b/Test/baseResults/hlsl.stringtoken.frag.out index 42885bcf2..4fdfeccea 100644 --- a/Test/baseResults/hlsl.stringtoken.frag.out +++ b/Test/baseResults/hlsl.stringtoken.frag.out @@ -2,7 +2,7 @@ hlsl.stringtoken.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:16 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:16 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:16 Function Parameters: 0:? Sequence 0:18 move second child to first child (temp 4-component vector of float) @@ -26,8 +26,8 @@ gl_FragCoord origin is upper left 0:19 Branch: Return 0:? Linker Objects 0:? 'TestTexture' (uniform texture2D) -0:? 'TestUF' (uniform 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF}) Linked fragment stage: @@ -36,7 +36,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:16 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:16 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:16 Function Parameters: 0:? Sequence 0:18 move second child to first child (temp 4-component vector of float) @@ -60,12 +60,12 @@ gl_FragCoord origin is upper left 0:19 Branch: Return 0:? Linker Objects 0:? 'TestTexture' (uniform texture2D) -0:? 'TestUF' (uniform 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 28 +// Id's are bound by 29 Capability Shader 1: ExtInstImport "GLSL.std.450" @@ -78,9 +78,13 @@ gl_FragCoord origin is upper left Name 10 "psout" Name 19 "Color" Name 25 "TestTexture" - Name 27 "TestUF" + Name 26 "$Global" + MemberName 26($Global) 0 "TestUF" + Name 28 "" Decorate 19(Color) Location 0 Decorate 25(TestTexture) DescriptorSet 0 + Decorate 26($Global) Block + Decorate 28 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -98,8 +102,9 @@ gl_FragCoord origin is upper left 23: TypeImage 6(float) 2D sampled format:Unknown 24: TypePointer UniformConstant 23 25(TestTexture): 24(ptr) Variable UniformConstant - 26: TypePointer UniformConstant 7(fvec4) - 27(TestUF): 26(ptr) Variable UniformConstant + 26($Global): TypeStruct 7(fvec4) + 27: TypePointer Uniform 26($Global) + 28: 27(ptr) Variable Uniform 4(main): 2 Function None 3 5: Label 10(psout): 9(ptr) Variable Function diff --git a/Test/baseResults/hlsl.struct.frag.out b/Test/baseResults/hlsl.struct.frag.out index 3a4449533..04117d733 100755 --- a/Test/baseResults/hlsl.struct.frag.out +++ b/Test/baseResults/hlsl.struct.frag.out @@ -6,7 +6,7 @@ WARNING: 0:30: 'register' : ignoring shader_profile Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float) +0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) 0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) @@ -16,7 +16,10 @@ gl_FragCoord origin is upper left 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:40 move second child to first child (temp 4-component vector of float) 0:40 i: direct index for structure (temp 4-component vector of float) -0:40 's2' (global structure{temp 4-component vector of float i}) +0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i}) +0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) +0:40 Constant: +0:40 1 (const uint) 0:40 Constant: 0:40 0 (const int) 0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) @@ -26,11 +29,8 @@ gl_FragCoord origin is upper left 0:42 'input' (layout(location=0 ) in 4-component vector of float) 0:42 Branch: Return 0:? Linker Objects -0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) -0:? 's2' (global structure{temp 4-component vector of float i}) -0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) -0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'a' (layout(location=1 ) smooth in 4-component vector of float) 0:? 'b' (layout(location=2 ) flat in bool) @@ -48,7 +48,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float) +0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) 0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) @@ -58,7 +58,10 @@ gl_FragCoord origin is upper left 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:40 move second child to first child (temp 4-component vector of float) 0:40 i: direct index for structure (temp 4-component vector of float) -0:40 's2' (global structure{temp 4-component vector of float i}) +0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i}) +0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) +0:40 Constant: +0:40 1 (const uint) 0:40 Constant: 0:40 0 (const int) 0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) @@ -68,11 +71,8 @@ gl_FragCoord origin is upper left 0:42 'input' (layout(location=0 ) in 4-component vector of float) 0:42 Branch: Return 0:? Linker Objects -0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) -0:? 's2' (global structure{temp 4-component vector of float i}) -0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) -0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) +0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'a' (layout(location=1 ) smooth in 4-component vector of float) 0:? 'b' (layout(location=2 ) flat in bool) @@ -85,98 +85,104 @@ gl_FragCoord origin is upper left // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 52 +// Id's are bound by 49 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 41 43 45 48 49 50 51 + EntryPoint Fragment 4 "PixelShaderFunction" 29 34 35 38 40 42 45 46 47 48 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 8 "FS" MemberName 8(FS) 0 "b3" Name 10 "s3" - Name 19 "" - MemberName 19 0 "i" - Name 21 "s2" - Name 25 "ff4" - Name 30 "@entryPointOutput" - Name 31 "input" - Name 34 "myS" - MemberName 34(myS) 0 "b" - MemberName 34(myS) 1 "c" - MemberName 34(myS) 2 "a" - MemberName 34(myS) 3 "d" - Name 36 "s1" - Name 39 "ff5" - Name 40 "ff6" - Name 41 "a" - Name 43 "b" - Name 45 "c" - Name 48 "d" - Name 49 "ff1" - Name 50 "ff2" - Name 51 "ff3" - Decorate 25(ff4) Offset 4 - Decorate 25(ff4) Location 7 - Decorate 25(ff4) Binding 0 - Decorate 30(@entryPointOutput) Location 0 - Decorate 31(input) Location 0 - Decorate 39(ff5) Offset 20 - Decorate 39(ff5) Binding 5 - Decorate 40(ff6) Offset 36 - Decorate 40(ff6) Binding 8 - Decorate 41(a) Location 1 - Decorate 43(b) Flat - Decorate 43(b) Location 2 - Decorate 45(c) NoPerspective - Decorate 45(c) Centroid - Decorate 45(c) Location 3 - Decorate 48(d) Centroid - Decorate 48(d) Location 4 - Decorate 49(ff1) BuiltIn FrontFacing - Decorate 50(ff2) Offset 4 - Decorate 50(ff2) Location 5 - Decorate 51(ff3) Offset 4 - Decorate 51(ff3) Location 6 - Decorate 51(ff3) Binding 0 + Name 20 "myS" + MemberName 20(myS) 0 "b" + MemberName 20(myS) 1 "c" + MemberName 20(myS) 2 "a" + MemberName 20(myS) 3 "d" + Name 21 "" + MemberName 21 0 "i" + Name 22 "$Global" + MemberName 22($Global) 0 "s1" + MemberName 22($Global) 1 "s2" + MemberName 22($Global) 2 "ff5" + MemberName 22($Global) 3 "ff6" + Name 24 "" + Name 29 "ff4" + Name 34 "@entryPointOutput" + Name 35 "input" + Name 38 "a" + Name 40 "b" + Name 42 "c" + Name 45 "d" + Name 46 "ff1" + Name 47 "ff2" + Name 48 "ff3" + MemberDecorate 20(myS) 0 Offset 0 + MemberDecorate 20(myS) 1 Offset 4 + MemberDecorate 20(myS) 2 Offset 16 + MemberDecorate 20(myS) 3 Offset 32 + MemberDecorate 21 0 Offset 0 + MemberDecorate 22($Global) 0 Offset 0 + MemberDecorate 22($Global) 1 Offset 48 + MemberDecorate 22($Global) 2 Offset 1620 + MemberDecorate 22($Global) 3 Offset 1636 + Decorate 22($Global) Block + Decorate 24 DescriptorSet 0 + Decorate 29(ff4) Offset 4 + Decorate 29(ff4) Location 7 + Decorate 29(ff4) Binding 0 + Decorate 34(@entryPointOutput) Location 0 + Decorate 35(input) Location 0 + Decorate 38(a) Location 1 + Decorate 40(b) Flat + Decorate 40(b) Location 2 + Decorate 42(c) NoPerspective + Decorate 42(c) Centroid + Decorate 42(c) Location 3 + Decorate 45(d) Centroid + Decorate 45(d) Location 4 + Decorate 46(ff1) BuiltIn FrontFacing + Decorate 47(ff2) Offset 4 + Decorate 47(ff2) Location 5 + Decorate 48(ff3) Offset 4 + Decorate 48(ff3) Location 6 + Decorate 48(ff3) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeBool 7: TypeVector 6(bool) 3 8(FS): TypeStruct 7(bvec3) 9: TypePointer Function 8(FS) - 17: TypeFloat 32 - 18: TypeVector 17(float) 4 - 19: TypeStruct 18(fvec4) - 20: TypePointer Private 19(struct) - 21(s2): 20(ptr) Variable Private - 22: TypeInt 32 1 - 23: 22(int) Constant 0 - 24: TypePointer Input 18(fvec4) - 25(ff4): 24(ptr) Variable Input - 27: TypePointer Private 18(fvec4) - 29: TypePointer Output 18(fvec4) -30(@entryPointOutput): 29(ptr) Variable Output - 31(input): 24(ptr) Variable Input - 34(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4) - 35: TypePointer Private 34(myS) - 36(s1): 35(ptr) Variable Private - 37: TypeVector 17(float) 3 - 38: TypePointer Private 37(fvec3) - 39(ff5): 38(ptr) Variable Private - 40(ff6): 38(ptr) Variable Private - 41(a): 24(ptr) Variable Input - 42: TypePointer Input 6(bool) - 43(b): 42(ptr) Variable Input - 44: TypePointer Input 17(float) - 45(c): 44(ptr) Variable Input - 46: TypeVector 17(float) 2 - 47: TypePointer Input 46(fvec2) - 48(d): 47(ptr) Variable Input - 49(ff1): 42(ptr) Variable Input - 50(ff2): 42(ptr) Variable Input - 51(ff3): 42(ptr) Variable Input + 17: TypeInt 32 0 + 18: TypeFloat 32 + 19: TypeVector 18(float) 4 + 20(myS): TypeStruct 17(int) 17(int) 19(fvec4) 19(fvec4) + 21: TypeStruct 19(fvec4) + 22($Global): TypeStruct 20(myS) 21(struct) 18(float) 18(float) + 23: TypePointer Uniform 22($Global) + 24: 23(ptr) Variable Uniform + 25: TypeInt 32 1 + 26: 25(int) Constant 1 + 27: 25(int) Constant 0 + 28: TypePointer Input 19(fvec4) + 29(ff4): 28(ptr) Variable Input + 31: TypePointer Uniform 19(fvec4) + 33: TypePointer Output 19(fvec4) +34(@entryPointOutput): 33(ptr) Variable Output + 35(input): 28(ptr) Variable Input + 38(a): 28(ptr) Variable Input + 39: TypePointer Input 6(bool) + 40(b): 39(ptr) Variable Input + 41: TypePointer Input 18(float) + 42(c): 41(ptr) Variable Input + 43: TypeVector 18(float) 2 + 44: TypePointer Input 43(fvec2) + 45(d): 44(ptr) Variable Input + 46(ff1): 39(ptr) Variable Input + 47(ff2): 39(ptr) Variable Input + 48(ff3): 39(ptr) Variable Input 4(PixelShaderFunction): 2 Function None 3 5: Label 10(s3): 9(ptr) Variable Function @@ -186,10 +192,10 @@ gl_FragCoord origin is upper left 14: 7(bvec3) CompositeExtract 12 0 15: 7(bvec3) LogicalEqual 13 14 16: 6(bool) All 15 - 26: 18(fvec4) Load 25(ff4) - 28: 27(ptr) AccessChain 21(s2) 23 - Store 28 26 - 32: 18(fvec4) Load 31(input) - Store 30(@entryPointOutput) 32 + 30: 19(fvec4) Load 29(ff4) + 32: 31(ptr) AccessChain 24 26 27 + Store 32 30 + 36: 19(fvec4) Load 35(input) + Store 34(@entryPointOutput) 36 Return FunctionEnd diff --git a/Test/baseResults/hlsl.structin.vert.out b/Test/baseResults/hlsl.structin.vert.out index b27f210b1..193ccc1cc 100755 --- a/Test/baseResults/hlsl.structin.vert.out +++ b/Test/baseResults/hlsl.structin.vert.out @@ -1,7 +1,7 @@ hlsl.structin.vert Shader version: 450 0:? Sequence -0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) +0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:8 Function Parameters: 0:8 'd' (layout(location=0 ) in 4-component vector of float) 0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) @@ -69,7 +69,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) +0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:8 Function Parameters: 0:8 'd' (layout(location=0 ) in 4-component vector of float) 0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) diff --git a/Test/baseResults/hlsl.switch.frag.out b/Test/baseResults/hlsl.switch.frag.out index abf777ab6..af516e2c9 100755 --- a/Test/baseResults/hlsl.switch.frag.out +++ b/Test/baseResults/hlsl.switch.frag.out @@ -2,7 +2,7 @@ hlsl.switch.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4;i1;i1; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:2 'c' (layout(location=1 ) in int) @@ -137,7 +137,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4;i1;i1; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4;i1;i1; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:2 'c' (layout(location=1 ) in int) diff --git a/Test/baseResults/hlsl.swizzle.frag.out b/Test/baseResults/hlsl.swizzle.frag.out index 0bc4bd069..16951a345 100755 --- a/Test/baseResults/hlsl.swizzle.frag.out +++ b/Test/baseResults/hlsl.swizzle.frag.out @@ -10,7 +10,7 @@ gl_FragCoord origin is upper left 0:? 0.500000 0:? 0.000000 0:? 1.000000 -0:4 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) +0:4 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' (in 4-component vector of float) 0:? Sequence @@ -50,7 +50,7 @@ gl_FragCoord origin is upper left 0:? 0.500000 0:? 0.000000 0:? 1.000000 -0:4 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) +0:4 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' (in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/hlsl.templatetypes.frag.out b/Test/baseResults/hlsl.templatetypes.frag.out index f5260869e..c5c73ecb4 100644 --- a/Test/baseResults/hlsl.templatetypes.frag.out +++ b/Test/baseResults/hlsl.templatetypes.frag.out @@ -2,7 +2,7 @@ hlsl.templatetypes.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: PixelShaderFunction( (global float) +0:3 Function Definition: PixelShaderFunction( (temp float) 0:3 Function Parameters: 0:? Sequence 0:4 Sequence @@ -255,7 +255,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:3 Function Definition: PixelShaderFunction( (global float) +0:3 Function Definition: PixelShaderFunction( (temp float) 0:3 Function Parameters: 0:? Sequence 0:4 Sequence diff --git a/Test/baseResults/hlsl.typedef.frag.out b/Test/baseResults/hlsl.typedef.frag.out index 0600873f5..e8bda1af3 100755 --- a/Test/baseResults/hlsl.typedef.frag.out +++ b/Test/baseResults/hlsl.typedef.frag.out @@ -2,7 +2,7 @@ hlsl.typedef.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: ShaderFunction(vf4;i1; (global 4-component vector of float) +0:4 Function Definition: ShaderFunction(vf4;i1; (temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' (in 4-component vector of float) 0:4 'ii' (in int) @@ -29,7 +29,7 @@ gl_FragCoord origin is upper left 0:10 component-wise multiply (temp 4-component vector of float) 0:10 'input' (in 4-component vector of float) 0:10 'a1' (temp 4-component vector of float) -0:10 Construct vec4 (global 4-component vector of float) +0:10 Construct vec4 (uniform 4-component vector of float) 0:10 Convert int to float (temp float) 0:10 add (temp int) 0:10 'i' (temp int) @@ -43,7 +43,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: ShaderFunction(vf4;i1; (global 4-component vector of float) +0:4 Function Definition: ShaderFunction(vf4;i1; (temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' (in 4-component vector of float) 0:4 'ii' (in int) @@ -70,7 +70,7 @@ gl_FragCoord origin is upper left 0:10 component-wise multiply (temp 4-component vector of float) 0:10 'input' (in 4-component vector of float) 0:10 'a1' (temp 4-component vector of float) -0:10 Construct vec4 (global 4-component vector of float) +0:10 Construct vec4 (uniform 4-component vector of float) 0:10 Convert int to float (temp float) 0:10 add (temp int) 0:10 'i' (temp int) diff --git a/Test/baseResults/hlsl.void.frag.out b/Test/baseResults/hlsl.void.frag.out index 3715166f2..6faa388a3 100755 --- a/Test/baseResults/hlsl.void.frag.out +++ b/Test/baseResults/hlsl.void.frag.out @@ -2,16 +2,16 @@ hlsl.void.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:1 Function Definition: foo1( (global void) +0:1 Function Definition: foo1( (temp void) 0:1 Function Parameters: -0:2 Function Definition: foo2( (global void) +0:2 Function Definition: foo2( (temp void) 0:2 Function Parameters: -0:5 Function Definition: PixelShaderFunction(vf4; (global void) +0:5 Function Definition: PixelShaderFunction(vf4; (temp void) 0:5 Function Parameters: 0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence -0:6 Function Call: foo1( (global void) -0:7 Function Call: foo2( (global void) +0:6 Function Call: foo1( (temp void) +0:7 Function Call: foo2( (temp void) 0:8 Branch: Return 0:? Linker Objects 0:? 'input' (layout(location=0 ) in 4-component vector of float) @@ -23,16 +23,16 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:1 Function Definition: foo1( (global void) +0:1 Function Definition: foo1( (temp void) 0:1 Function Parameters: -0:2 Function Definition: foo2( (global void) +0:2 Function Definition: foo2( (temp void) 0:2 Function Parameters: -0:5 Function Definition: PixelShaderFunction(vf4; (global void) +0:5 Function Definition: PixelShaderFunction(vf4; (temp void) 0:5 Function Parameters: 0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence -0:6 Function Call: foo1( (global void) -0:7 Function Call: foo2( (global void) +0:6 Function Call: foo1( (temp void) +0:7 Function Call: foo2( (temp void) 0:8 Branch: Return 0:? Linker Objects 0:? 'input' (layout(location=0 ) in 4-component vector of float) diff --git a/Test/baseResults/hlsl.whileLoop.frag.out b/Test/baseResults/hlsl.whileLoop.frag.out index 63e14dcc6..28e326d22 100755 --- a/Test/baseResults/hlsl.whileLoop.frag.out +++ b/Test/baseResults/hlsl.whileLoop.frag.out @@ -2,7 +2,7 @@ hlsl.whileLoop.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence @@ -44,7 +44,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) +0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence diff --git a/Test/baseResults/spv.register.autoassign.frag.out b/Test/baseResults/spv.register.autoassign.frag.out index c2cd59a38..faf20cdd6 100644 --- a/Test/baseResults/spv.register.autoassign.frag.out +++ b/Test/baseResults/spv.register.autoassign.frag.out @@ -5,13 +5,13 @@ Linked fragment stage: // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 154 +// Id's are bound by 150 Capability Shader Capability Sampled1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main_ep" 143 + EntryPoint Fragment 4 "main_ep" 145 ExecutionMode 4 OriginUpperLeft Name 4 "main_ep" Name 9 "Func1(" @@ -31,19 +31,21 @@ Linked fragment stage: MemberName 93(MyStruct_t) 0 "a" MemberName 93(MyStruct_t) 1 "b" MemberName 93(MyStruct_t) 2 "c" - Name 95 "mystruct" - Name 117 "g_tTex_unused1" - Name 119 "g_sSamp_unused1" - Name 124 "g_tTex_unused2" - Name 126 "g_sSamp_unused2" - Name 134 "PS_OUTPUT" - MemberName 134(PS_OUTPUT) 0 "Color" - Name 136 "psout" - Name 143 "Color" - Name 147 "g_tTex_unused3" - Name 149 "myfloat4_a" - Name 150 "myfloat4_b" - Name 153 "myint4_a" + Name 95 "$Global" + MemberName 95($Global) 0 "mystruct" + MemberName 95($Global) 1 "myfloat4_a" + MemberName 95($Global) 2 "myfloat4_b" + MemberName 95($Global) 3 "myint4_a" + Name 97 "" + Name 119 "g_tTex_unused1" + Name 121 "g_sSamp_unused1" + Name 126 "g_tTex_unused2" + Name 128 "g_sSamp_unused2" + Name 136 "PS_OUTPUT" + MemberName 136(PS_OUTPUT) 0 "Color" + Name 138 "psout" + Name 145 "Color" + Name 149 "g_tTex_unused3" Decorate 17(g_tTex1) DescriptorSet 0 Decorate 17(g_tTex1) Binding 11 Decorate 21(g_sSamp1) DescriptorSet 0 @@ -64,15 +66,24 @@ Linked fragment stage: Decorate 84(g_tTex5) Binding 6 Decorate 86(g_sSamp5) DescriptorSet 0 Decorate 86(g_sSamp5) Binding 8 - Decorate 95(mystruct) Binding 19 - Decorate 117(g_tTex_unused1) DescriptorSet 0 - Decorate 117(g_tTex_unused1) Binding 10 - Decorate 119(g_sSamp_unused1) DescriptorSet 0 - Decorate 124(g_tTex_unused2) DescriptorSet 0 - Decorate 124(g_tTex_unused2) Binding 12 - Decorate 126(g_sSamp_unused2) DescriptorSet 0 - Decorate 143(Color) Location 0 - Decorate 147(g_tTex_unused3) DescriptorSet 0 + MemberDecorate 93(MyStruct_t) 0 Offset 0 + MemberDecorate 93(MyStruct_t) 1 Offset 4 + MemberDecorate 93(MyStruct_t) 2 Offset 16 + MemberDecorate 95($Global) 0 Offset 0 + MemberDecorate 95($Global) 1 Offset 32 + MemberDecorate 95($Global) 2 Offset 48 + MemberDecorate 95($Global) 3 Offset 64 + Decorate 95($Global) Block + Decorate 97 DescriptorSet 0 + Decorate 97 Binding 9 + Decorate 119(g_tTex_unused1) DescriptorSet 0 + Decorate 119(g_tTex_unused1) Binding 10 + Decorate 121(g_sSamp_unused1) DescriptorSet 0 + Decorate 126(g_tTex_unused2) DescriptorSet 0 + Decorate 126(g_tTex_unused2) Binding 12 + Decorate 128(g_sSamp_unused2) DescriptorSet 0 + Decorate 145(Color) Location 0 + Decorate 149(g_tTex_unused3) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -115,39 +126,35 @@ Linked fragment stage: 89: 6(float) Constant 1056964608 92: TypeVector 6(float) 3 93(MyStruct_t): TypeStruct 40(int) 6(float) 92(fvec3) - 94: TypePointer UniformConstant 93(MyStruct_t) - 95(mystruct): 94(ptr) Variable UniformConstant - 96: 35(int) Constant 1 - 97: TypePointer UniformConstant 6(float) -117(g_tTex_unused1): 16(ptr) Variable UniformConstant -119(g_sSamp_unused1): 20(ptr) Variable UniformConstant - 122: 6(float) Constant 1066192077 -124(g_tTex_unused2): 16(ptr) Variable UniformConstant -126(g_sSamp_unused2): 20(ptr) Variable UniformConstant - 129: 6(float) Constant 1067030938 - 134(PS_OUTPUT): TypeStruct 7(fvec4) - 135: TypePointer Function 134(PS_OUTPUT) - 140: TypePointer Function 7(fvec4) - 142: TypePointer Output 7(fvec4) - 143(Color): 142(ptr) Variable Output -147(g_tTex_unused3): 16(ptr) Variable UniformConstant - 148: TypePointer UniformConstant 7(fvec4) - 149(myfloat4_a): 148(ptr) Variable UniformConstant - 150(myfloat4_b): 148(ptr) Variable UniformConstant - 151: TypeVector 40(int) 4 - 152: TypePointer UniformConstant 151(ivec4) - 153(myint4_a): 152(ptr) Variable UniformConstant + 94: TypeVector 40(int) 4 + 95($Global): TypeStruct 93(MyStruct_t) 7(fvec4) 7(fvec4) 94(ivec4) + 96: TypePointer Uniform 95($Global) + 97: 96(ptr) Variable Uniform + 98: 35(int) Constant 1 + 99: TypePointer Uniform 6(float) +119(g_tTex_unused1): 16(ptr) Variable UniformConstant +121(g_sSamp_unused1): 20(ptr) Variable UniformConstant + 124: 6(float) Constant 1066192077 +126(g_tTex_unused2): 16(ptr) Variable UniformConstant +128(g_sSamp_unused2): 20(ptr) Variable UniformConstant + 131: 6(float) Constant 1067030938 + 136(PS_OUTPUT): TypeStruct 7(fvec4) + 137: TypePointer Function 136(PS_OUTPUT) + 142: TypePointer Function 7(fvec4) + 144: TypePointer Output 7(fvec4) + 145(Color): 144(ptr) Variable Output +149(g_tTex_unused3): 16(ptr) Variable UniformConstant 4(main_ep): 2 Function None 3 5: Label - 136(psout): 135(ptr) Variable Function - 137: 7(fvec4) FunctionCall 9(Func1() - 138: 7(fvec4) FunctionCall 11(Func2() - 139: 7(fvec4) FAdd 137 138 - 141: 140(ptr) AccessChain 136(psout) 41 - Store 141 139 - 144: 140(ptr) AccessChain 136(psout) 41 - 145: 7(fvec4) Load 144 - Store 143(Color) 145 + 138(psout): 137(ptr) Variable Function + 139: 7(fvec4) FunctionCall 9(Func1() + 140: 7(fvec4) FunctionCall 11(Func2() + 141: 7(fvec4) FAdd 139 140 + 143: 142(ptr) AccessChain 138(psout) 41 + Store 143 141 + 146: 142(ptr) AccessChain 138(psout) 41 + 147: 7(fvec4) Load 146 + Store 145(Color) 147 Return FunctionEnd 9(Func1(): 7(fvec4) Function None 8 @@ -194,37 +201,37 @@ Linked fragment stage: 88: 23 SampledImage 85 87 90: 7(fvec4) ImageSampleImplicitLod 88 89 91: 7(fvec4) FAdd 83 90 - 98: 97(ptr) AccessChain 95(mystruct) 76 96 - 99: 6(float) Load 98 - 100: 7(fvec4) CompositeConstruct 99 99 99 99 - 101: 7(fvec4) FAdd 91 100 - ReturnValue 101 + 100: 99(ptr) AccessChain 97 41 76 98 + 101: 6(float) Load 100 + 102: 7(fvec4) CompositeConstruct 101 101 101 101 + 103: 7(fvec4) FAdd 91 102 + ReturnValue 103 FunctionEnd 11(Func2(): 7(fvec4) Function None 8 12: Label - 104: 15 Load 17(g_tTex1) - 105: 19 Load 21(g_sSamp1) - 106: 23 SampledImage 104 105 - 107: 7(fvec4) ImageSampleImplicitLod 106 25 - 108: 16(ptr) AccessChain 39(g_tTex3) 53 - 109: 15 Load 108 - 110: 20(ptr) AccessChain 46(g_sSamp3) 53 - 111: 19 Load 110 - 112: 23 SampledImage 109 111 - 113: 7(fvec4) ImageSampleImplicitLod 112 50 - 114: 7(fvec4) FAdd 107 113 - ReturnValue 114 + 106: 15 Load 17(g_tTex1) + 107: 19 Load 21(g_sSamp1) + 108: 23 SampledImage 106 107 + 109: 7(fvec4) ImageSampleImplicitLod 108 25 + 110: 16(ptr) AccessChain 39(g_tTex3) 53 + 111: 15 Load 110 + 112: 20(ptr) AccessChain 46(g_sSamp3) 53 + 113: 19 Load 112 + 114: 23 SampledImage 111 113 + 115: 7(fvec4) ImageSampleImplicitLod 114 50 + 116: 7(fvec4) FAdd 109 115 + ReturnValue 116 FunctionEnd 13(Func2_unused(): 7(fvec4) Function None 8 14: Label - 118: 15 Load 117(g_tTex_unused1) - 120: 19 Load 119(g_sSamp_unused1) - 121: 23 SampledImage 118 120 - 123: 7(fvec4) ImageSampleImplicitLod 121 122 - 125: 15 Load 124(g_tTex_unused2) - 127: 19 Load 126(g_sSamp_unused2) - 128: 23 SampledImage 125 127 - 130: 7(fvec4) ImageSampleImplicitLod 128 129 - 131: 7(fvec4) FAdd 123 130 - ReturnValue 131 + 120: 15 Load 119(g_tTex_unused1) + 122: 19 Load 121(g_sSamp_unused1) + 123: 23 SampledImage 120 122 + 125: 7(fvec4) ImageSampleImplicitLod 123 124 + 127: 15 Load 126(g_tTex_unused2) + 129: 19 Load 128(g_sSamp_unused2) + 130: 23 SampledImage 127 129 + 132: 7(fvec4) ImageSampleImplicitLod 130 131 + 133: 7(fvec4) FAdd 125 132 + ReturnValue 133 FunctionEnd diff --git a/Test/baseResults/spv.register.noautoassign.frag.out b/Test/baseResults/spv.register.noautoassign.frag.out index 3a8ab1a36..ad476eeb3 100644 --- a/Test/baseResults/spv.register.noautoassign.frag.out +++ b/Test/baseResults/spv.register.noautoassign.frag.out @@ -5,13 +5,13 @@ Linked fragment stage: // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 154 +// Id's are bound by 150 Capability Shader Capability Sampled1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main_ep" 143 + EntryPoint Fragment 4 "main_ep" 145 ExecutionMode 4 OriginUpperLeft Name 4 "main_ep" Name 9 "Func1(" @@ -31,19 +31,21 @@ Linked fragment stage: MemberName 93(MyStruct_t) 0 "a" MemberName 93(MyStruct_t) 1 "b" MemberName 93(MyStruct_t) 2 "c" - Name 95 "mystruct" - Name 117 "g_tTex_unused1" - Name 119 "g_sSamp_unused1" - Name 124 "g_tTex_unused2" - Name 126 "g_sSamp_unused2" - Name 134 "PS_OUTPUT" - MemberName 134(PS_OUTPUT) 0 "Color" - Name 136 "psout" - Name 143 "Color" - Name 147 "g_tTex_unused3" - Name 149 "myfloat4_a" - Name 150 "myfloat4_b" - Name 153 "myint4_a" + Name 95 "$Global" + MemberName 95($Global) 0 "mystruct" + MemberName 95($Global) 1 "myfloat4_a" + MemberName 95($Global) 2 "myfloat4_b" + MemberName 95($Global) 3 "myint4_a" + Name 97 "" + Name 119 "g_tTex_unused1" + Name 121 "g_sSamp_unused1" + Name 126 "g_tTex_unused2" + Name 128 "g_sSamp_unused2" + Name 136 "PS_OUTPUT" + MemberName 136(PS_OUTPUT) 0 "Color" + Name 138 "psout" + Name 145 "Color" + Name 149 "g_tTex_unused3" Decorate 17(g_tTex1) DescriptorSet 0 Decorate 17(g_tTex1) Binding 11 Decorate 21(g_sSamp1) DescriptorSet 0 @@ -58,15 +60,23 @@ Linked fragment stage: Decorate 69(g_sSamp4) DescriptorSet 0 Decorate 84(g_tTex5) DescriptorSet 0 Decorate 86(g_sSamp5) DescriptorSet 0 - Decorate 95(mystruct) Binding 19 - Decorate 117(g_tTex_unused1) DescriptorSet 0 - Decorate 117(g_tTex_unused1) Binding 10 - Decorate 119(g_sSamp_unused1) DescriptorSet 0 - Decorate 124(g_tTex_unused2) DescriptorSet 0 - Decorate 124(g_tTex_unused2) Binding 12 - Decorate 126(g_sSamp_unused2) DescriptorSet 0 - Decorate 143(Color) Location 0 - Decorate 147(g_tTex_unused3) DescriptorSet 0 + MemberDecorate 93(MyStruct_t) 0 Offset 0 + MemberDecorate 93(MyStruct_t) 1 Offset 4 + MemberDecorate 93(MyStruct_t) 2 Offset 16 + MemberDecorate 95($Global) 0 Offset 0 + MemberDecorate 95($Global) 1 Offset 32 + MemberDecorate 95($Global) 2 Offset 48 + MemberDecorate 95($Global) 3 Offset 64 + Decorate 95($Global) Block + Decorate 97 DescriptorSet 0 + Decorate 119(g_tTex_unused1) DescriptorSet 0 + Decorate 119(g_tTex_unused1) Binding 10 + Decorate 121(g_sSamp_unused1) DescriptorSet 0 + Decorate 126(g_tTex_unused2) DescriptorSet 0 + Decorate 126(g_tTex_unused2) Binding 12 + Decorate 128(g_sSamp_unused2) DescriptorSet 0 + Decorate 145(Color) Location 0 + Decorate 149(g_tTex_unused3) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -109,39 +119,35 @@ Linked fragment stage: 89: 6(float) Constant 1056964608 92: TypeVector 6(float) 3 93(MyStruct_t): TypeStruct 40(int) 6(float) 92(fvec3) - 94: TypePointer UniformConstant 93(MyStruct_t) - 95(mystruct): 94(ptr) Variable UniformConstant - 96: 35(int) Constant 1 - 97: TypePointer UniformConstant 6(float) -117(g_tTex_unused1): 16(ptr) Variable UniformConstant -119(g_sSamp_unused1): 20(ptr) Variable UniformConstant - 122: 6(float) Constant 1066192077 -124(g_tTex_unused2): 16(ptr) Variable UniformConstant -126(g_sSamp_unused2): 20(ptr) Variable UniformConstant - 129: 6(float) Constant 1067030938 - 134(PS_OUTPUT): TypeStruct 7(fvec4) - 135: TypePointer Function 134(PS_OUTPUT) - 140: TypePointer Function 7(fvec4) - 142: TypePointer Output 7(fvec4) - 143(Color): 142(ptr) Variable Output -147(g_tTex_unused3): 16(ptr) Variable UniformConstant - 148: TypePointer UniformConstant 7(fvec4) - 149(myfloat4_a): 148(ptr) Variable UniformConstant - 150(myfloat4_b): 148(ptr) Variable UniformConstant - 151: TypeVector 40(int) 4 - 152: TypePointer UniformConstant 151(ivec4) - 153(myint4_a): 152(ptr) Variable UniformConstant + 94: TypeVector 40(int) 4 + 95($Global): TypeStruct 93(MyStruct_t) 7(fvec4) 7(fvec4) 94(ivec4) + 96: TypePointer Uniform 95($Global) + 97: 96(ptr) Variable Uniform + 98: 35(int) Constant 1 + 99: TypePointer Uniform 6(float) +119(g_tTex_unused1): 16(ptr) Variable UniformConstant +121(g_sSamp_unused1): 20(ptr) Variable UniformConstant + 124: 6(float) Constant 1066192077 +126(g_tTex_unused2): 16(ptr) Variable UniformConstant +128(g_sSamp_unused2): 20(ptr) Variable UniformConstant + 131: 6(float) Constant 1067030938 + 136(PS_OUTPUT): TypeStruct 7(fvec4) + 137: TypePointer Function 136(PS_OUTPUT) + 142: TypePointer Function 7(fvec4) + 144: TypePointer Output 7(fvec4) + 145(Color): 144(ptr) Variable Output +149(g_tTex_unused3): 16(ptr) Variable UniformConstant 4(main_ep): 2 Function None 3 5: Label - 136(psout): 135(ptr) Variable Function - 137: 7(fvec4) FunctionCall 9(Func1() - 138: 7(fvec4) FunctionCall 11(Func2() - 139: 7(fvec4) FAdd 137 138 - 141: 140(ptr) AccessChain 136(psout) 41 - Store 141 139 - 144: 140(ptr) AccessChain 136(psout) 41 - 145: 7(fvec4) Load 144 - Store 143(Color) 145 + 138(psout): 137(ptr) Variable Function + 139: 7(fvec4) FunctionCall 9(Func1() + 140: 7(fvec4) FunctionCall 11(Func2() + 141: 7(fvec4) FAdd 139 140 + 143: 142(ptr) AccessChain 138(psout) 41 + Store 143 141 + 146: 142(ptr) AccessChain 138(psout) 41 + 147: 7(fvec4) Load 146 + Store 145(Color) 147 Return FunctionEnd 9(Func1(): 7(fvec4) Function None 8 @@ -188,37 +194,37 @@ Linked fragment stage: 88: 23 SampledImage 85 87 90: 7(fvec4) ImageSampleImplicitLod 88 89 91: 7(fvec4) FAdd 83 90 - 98: 97(ptr) AccessChain 95(mystruct) 76 96 - 99: 6(float) Load 98 - 100: 7(fvec4) CompositeConstruct 99 99 99 99 - 101: 7(fvec4) FAdd 91 100 - ReturnValue 101 + 100: 99(ptr) AccessChain 97 41 76 98 + 101: 6(float) Load 100 + 102: 7(fvec4) CompositeConstruct 101 101 101 101 + 103: 7(fvec4) FAdd 91 102 + ReturnValue 103 FunctionEnd 11(Func2(): 7(fvec4) Function None 8 12: Label - 104: 15 Load 17(g_tTex1) - 105: 19 Load 21(g_sSamp1) - 106: 23 SampledImage 104 105 - 107: 7(fvec4) ImageSampleImplicitLod 106 25 - 108: 16(ptr) AccessChain 39(g_tTex3) 53 - 109: 15 Load 108 - 110: 20(ptr) AccessChain 46(g_sSamp3) 53 - 111: 19 Load 110 - 112: 23 SampledImage 109 111 - 113: 7(fvec4) ImageSampleImplicitLod 112 50 - 114: 7(fvec4) FAdd 107 113 - ReturnValue 114 + 106: 15 Load 17(g_tTex1) + 107: 19 Load 21(g_sSamp1) + 108: 23 SampledImage 106 107 + 109: 7(fvec4) ImageSampleImplicitLod 108 25 + 110: 16(ptr) AccessChain 39(g_tTex3) 53 + 111: 15 Load 110 + 112: 20(ptr) AccessChain 46(g_sSamp3) 53 + 113: 19 Load 112 + 114: 23 SampledImage 111 113 + 115: 7(fvec4) ImageSampleImplicitLod 114 50 + 116: 7(fvec4) FAdd 109 115 + ReturnValue 116 FunctionEnd 13(Func2_unused(): 7(fvec4) Function None 8 14: Label - 118: 15 Load 117(g_tTex_unused1) - 120: 19 Load 119(g_sSamp_unused1) - 121: 23 SampledImage 118 120 - 123: 7(fvec4) ImageSampleImplicitLod 121 122 - 125: 15 Load 124(g_tTex_unused2) - 127: 19 Load 126(g_sSamp_unused2) - 128: 23 SampledImage 125 127 - 130: 7(fvec4) ImageSampleImplicitLod 128 129 - 131: 7(fvec4) FAdd 123 130 - ReturnValue 131 + 120: 15 Load 119(g_tTex_unused1) + 122: 19 Load 121(g_sSamp_unused1) + 123: 23 SampledImage 120 122 + 125: 7(fvec4) ImageSampleImplicitLod 123 124 + 127: 15 Load 126(g_tTex_unused2) + 129: 19 Load 128(g_sSamp_unused2) + 130: 23 SampledImage 127 129 + 132: 7(fvec4) ImageSampleImplicitLod 130 131 + 133: 7(fvec4) FAdd 125 132 + ReturnValue 133 FunctionEnd diff --git a/Test/hlsl.array.flatten.frag b/Test/hlsl.array.flatten.frag index b243bec27..987ce1bf3 100644 --- a/Test/hlsl.array.flatten.frag +++ b/Test/hlsl.array.flatten.frag @@ -23,7 +23,7 @@ float4 TestFn2(Texture1D l_tex[3], SamplerState l_samp[3]) return l_tex[2].Sample(l_samp[2], 0.2); } -int not_flattened_a[5] = { 1, 2, 3, 4, 5 }; +static int not_flattened_a[5] = { 1, 2, 3, 4, 5 }; struct PS_OUTPUT { float4 color : SV_Target0; }; diff --git a/Test/hlsl.float1.frag b/Test/hlsl.float1.frag index 6247e77be..f9c0a6e0b 100644 --- a/Test/hlsl.float1.frag +++ b/Test/hlsl.float1.frag @@ -1,5 +1,5 @@ -float1 f1 = float1(1.0); -float scalar = 2.0; +static float1 f1 = float1(1.0); +static float scalar = 2.0; float1 ShaderFunction(float1 inFloat1 : COLOR, float inScalar) : COLOR0 { diff --git a/Test/hlsl.float4.frag b/Test/hlsl.float4.frag index 5ae70db06..b541f5d32 100644 --- a/Test/hlsl.float4.frag +++ b/Test/hlsl.float4.frag @@ -1,9 +1,9 @@ float4 AmbientColor = float4(1, 0.5, 0, 1); bool ff1 : SV_IsFrontFace; -float4 ff2 : packoffset(c0.y); -float4 ff3 : packoffset(c0.y) : register(ps_5_0, s0) ; -float4 ff4 : VPOS : packoffset(c0.y) : register(ps_5_0, s1) <int bambam=30;> ; +float ff2 : packoffset(c1.y); +float4 ff3 : packoffset(c2) : register(ps_5_0, s0) ; +float4 ff4 : VPOS : packoffset(c3) : register(ps_5_0, s1) <int bambam=30;> ; float4 ShaderFunction(float4 input) : COLOR0 { diff --git a/Test/hlsl.init.frag b/Test/hlsl.init.frag index c233d127d..a3f6f0e79 100644 --- a/Test/hlsl.init.frag +++ b/Test/hlsl.init.frag @@ -1,21 +1,21 @@ -float4 a1 = float4(1, 0.5, 0, 1), b1 = float4(2.0, 2.5, 2.1, 2.2); -float4 a1i = {1, 0.5, 0, 1}, b1i = {2.0, 2.5, 2.1, 2.2}; -float a2 = 0.2, b2; -float a3, b3 = 0.3; -float a4, b4 = 0.4, c4; -float a5 = 0.5, b5, c5 = 1.5; +static float4 a1 = float4(1, 0.5, 0, 1), b1 = float4(2.0, 2.5, 2.1, 2.2); +static float4 a1i = {1, 0.5, 0, 1}, b1i = {2.0, 2.5, 2.1, 2.2}; +static float a2 = 0.2, b2; +static float a3, b3 = 0.3; +static float a4, b4 = 0.4, c4; +static float a5 = 0.5, b5, c5 = 1.5; struct Single1 { int f; }; -Single1 single1 = { 10 }; +static Single1 single1 = { 10 }; struct Single2 { uint2 v; }; -Single2 single2 = { { 1, 2 } }; +static Single2 single2 = { { 1, 2 } }; struct Single3 { Single1 s1; }; -Single3 single3 = { { 3 } }; +static Single3 single3 = { { 3 } }; struct Single4 { Single2 s1; }; -Single4 single4 = { { { 4u, 5u } } }; +static Single4 single4 = { { { 4u, 5u } } }; float4 ShaderFunction(float4 input) : COLOR0 { diff --git a/Test/hlsl.intrinsics.comp b/Test/hlsl.intrinsics.comp index 642a0fc60..12b7caaba 100644 --- a/Test/hlsl.intrinsics.comp +++ b/Test/hlsl.intrinsics.comp @@ -1,5 +1,5 @@ -#define gs // TODO: define as groupshared when available in the grammar +#define gs static // TODO: define as groupshared when available in the grammar gs uint gs_ua; gs uint gs_ub; gs uint gs_uc; diff --git a/Test/hlsl.intrinsics.frag b/Test/hlsl.intrinsics.frag index c04acaeda..90387ccc9 100644 --- a/Test/hlsl.intrinsics.frag +++ b/Test/hlsl.intrinsics.frag @@ -1,5 +1,5 @@ -#define gs // TODO: define as groupshared when available in the grammar +#define gs static // TODO: define as groupshared when available in the grammar gs uint gs_ua; gs uint gs_ub; gs uint gs_uc; diff --git a/Test/hlsl.intrinsics.negative.vert b/Test/hlsl.intrinsics.negative.vert index fcfb761a6..6224b25e4 100644 --- a/Test/hlsl.intrinsics.negative.vert +++ b/Test/hlsl.intrinsics.negative.vert @@ -1,15 +1,15 @@ -uint gs_ua; -uint gs_ub; -uint gs_uc; -uint2 gs_ua2; -uint2 gs_ub2; -uint2 gs_uc2; -uint3 gs_ua3; -uint3 gs_ub3; -uint3 gs_uc3; -uint4 gs_ua4; -uint4 gs_ub4; -uint4 gs_uc4; +static uint gs_ua; +static uint gs_ub; +static uint gs_uc; +static uint2 gs_ua2; +static uint2 gs_ub2; +static uint2 gs_uc2; +static uint3 gs_ua3; +static uint3 gs_ub3; +static uint3 gs_uc3; +static uint4 gs_ua4; +static uint4 gs_ub4; +static uint4 gs_uc4; float VertexShaderFunctionS(float inF0, float inF1, float inF2, int inI0) { diff --git a/Test/hlsl.precise.frag b/Test/hlsl.precise.frag index 7518de542..77454e072 100644 --- a/Test/hlsl.precise.frag +++ b/Test/hlsl.precise.frag @@ -1,7 +1,7 @@ struct PS_OUTPUT { precise float4 color : SV_Target0; }; -precise float precisefloat; +static precise float precisefloat; void MyFunction(in precise float myfloat, out precise float3 myfloat3) { } diff --git a/Test/hlsl.struct.frag b/Test/hlsl.struct.frag index 58cd524be..2c511a6eb 100644 --- a/Test/hlsl.struct.frag +++ b/Test/hlsl.struct.frag @@ -27,8 +27,8 @@ struct IN_S { float4 ff4 : VPOS : packoffset(c0.y) : register(ps_5_0, s0) <int bambam=30;> ; }; -float3 ff5 : packoffset(c1.y) : register(ps_5_0, s[5]); -float3 ff6 : packoffset(c2.y) : register(s3[5]); +float ff5 : packoffset(c101.y) : register(ps_5_0, s[5]); +float ff6 : packoffset(c102.y) : register(s3[5]); float4 PixelShaderFunction(float4 input, IN_S s) : COLOR0 { diff --git a/Test/hlsl.swizzle.frag b/Test/hlsl.swizzle.frag index 231430a91..9e87c6d77 100644 --- a/Test/hlsl.swizzle.frag +++ b/Test/hlsl.swizzle.frag @@ -1,4 +1,4 @@ -float4 AmbientColor = float4(1, 0.5, 0, 1); +static float4 AmbientColor = float4(1, 0.5, 0, 1); float4 ShaderFunction(float4 input) : COLOR0 { diff --git a/glslang/Include/revision.h b/glslang/Include/revision.h index fb515df0c..7c9a47a53 100644 --- a/glslang/Include/revision.h +++ b/glslang/Include/revision.h @@ -2,5 +2,5 @@ // For the version, it uses the latest git tag followed by the number of commits. // For the date, it uses the current date (when then script is run). -#define GLSLANG_REVISION "Overload400-PrecQual.1524" +#define GLSLANG_REVISION "Overload400-PrecQual.1525" #define GLSLANG_DATE "27-Sep-2016" -- GitLab