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

711 lines
38 KiB
Plaintext

hlsl.gathercmpRGBA.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:45 Sequence
0:45 move second child to first child ( temp 4-component vector of float)
0:45 'txval001' ( temp 4-component vector of float)
0:45 textureGatherOffset ( temp 4-component vector of float)
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
0:45 'g_tTex2df4' ( uniform texture2D)
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:45 c2: direct index for structure ( uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
0:45 0.750000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:46 Sequence
0:46 move second child to first child ( temp 4-component vector of int)
0:46 'txval011' ( temp 4-component vector of int)
0:46 textureGatherOffset ( temp 4-component vector of int)
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
0:46 'g_tTex2di4' ( uniform itexture2D)
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:46 c2: direct index for structure ( uniform 2-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
0:46 0.750000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of uint)
0:47 'txval021' ( temp 4-component vector of uint)
0:47 textureGatherOffset ( temp 4-component vector of uint)
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
0:47 'g_tTex2du4' ( uniform utexture2D)
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:47 c2: direct index for structure ( uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:47 Constant:
0:47 1 (const uint)
0:47 Constant:
0:47 0.750000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:49 Sequence
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'txval004' ( temp 4-component vector of float)
0:49 textureGatherOffsets ( temp 4-component vector of float)
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
0:49 'g_tTex2df4' ( uniform texture2D)
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:49 c2: direct index for structure ( uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:49 Constant:
0:49 1 (const uint)
0:49 Constant:
0:49 0.750000
0:49 Constant:
0:49 1 (const int)
0:49 0 (const int)
0:49 1 (const int)
0:49 0 (const int)
0:49 1 (const int)
0:49 0 (const int)
0:49 1 (const int)
0:49 0 (const int)
0:50 Sequence
0:50 move second child to first child ( temp 4-component vector of int)
0:50 'txval014' ( temp 4-component vector of int)
0:50 textureGatherOffsets ( temp 4-component vector of int)
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
0:50 'g_tTex2di4' ( uniform itexture2D)
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:50 c2: direct index for structure ( uniform 2-component vector of float)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:50 Constant:
0:50 1 (const uint)
0:50 Constant:
0:50 0.750000
0:50 Constant:
0:50 1 (const int)
0:50 -1 (const int)
0:50 1 (const int)
0:50 -1 (const int)
0:50 1 (const int)
0:50 -1 (const int)
0:50 1 (const int)
0:50 -1 (const int)
0:51 Sequence
0:51 move second child to first child ( temp 4-component vector of uint)
0:51 'txval024' ( temp 4-component vector of uint)
0:51 textureGatherOffsets ( temp 4-component vector of uint)
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
0:51 'g_tTex2du4' ( uniform utexture2D)
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:51 c2: direct index for structure ( uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
0:51 0.750000
0:51 Constant:
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:53 Sequence
0:53 move second child to first child ( temp 4-component vector of float)
0:53 'txval401' ( temp 4-component vector of float)
0:53 textureGatherOffset ( temp 4-component vector of float)
0:53 Construct combined texture-sampler ( temp sampler2DShadow)
0:53 'g_tTex2df4' ( uniform texture2D)
0:53 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:53 c2: direct index for structure ( uniform 2-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
0:53 0.750000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:54 Sequence
0:54 move second child to first child ( temp 4-component vector of int)
0:54 'txval411' ( temp 4-component vector of int)
0:54 textureGatherOffset ( temp 4-component vector of int)
0:54 Construct combined texture-sampler ( temp isampler2DShadow)
0:54 'g_tTex2di4' ( uniform itexture2D)
0:54 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:54 c2: direct index for structure ( uniform 2-component vector of float)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:54 Constant:
0:54 1 (const uint)
0:54 Constant:
0:54 0.750000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:55 Sequence
0:55 move second child to first child ( temp 4-component vector of uint)
0:55 'txval421' ( temp 4-component vector of uint)
0:55 textureGatherOffset ( temp 4-component vector of uint)
0:55 Construct combined texture-sampler ( temp usampler2DShadow)
0:55 'g_tTex2du4' ( uniform utexture2D)
0:55 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:55 c2: direct index for structure ( uniform 2-component vector of float)
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:55 Constant:
0:55 1 (const uint)
0:55 Constant:
0:55 0.750000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:110 move second child to first child ( temp 4-component vector of float)
0:110 Color: direct index for structure ( temp 4-component vector of float)
0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:110 Constant:
0:110 0 (const int)
0:110 Constant:
0:110 1.000000
0:110 1.000000
0:110 1.000000
0:110 1.000000
0:111 move second child to first child ( temp float)
0:111 Depth: direct index for structure ( temp float)
0:111 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:111 Constant:
0:111 1 (const int)
0:111 Constant:
0:111 1.000000
0:113 Branch: Return with expression
0:113 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( ( temp void)
0:38 Function Parameters:
0:? Sequence
0:38 Sequence
0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 1 (const int)
0:? Linker Objects
0:? 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:45 Sequence
0:45 move second child to first child ( temp 4-component vector of float)
0:45 'txval001' ( temp 4-component vector of float)
0:45 textureGatherOffset ( temp 4-component vector of float)
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
0:45 'g_tTex2df4' ( uniform texture2D)
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:45 c2: direct index for structure ( uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
0:45 0.750000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:46 Sequence
0:46 move second child to first child ( temp 4-component vector of int)
0:46 'txval011' ( temp 4-component vector of int)
0:46 textureGatherOffset ( temp 4-component vector of int)
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
0:46 'g_tTex2di4' ( uniform itexture2D)
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:46 c2: direct index for structure ( uniform 2-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
0:46 0.750000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of uint)
0:47 'txval021' ( temp 4-component vector of uint)
0:47 textureGatherOffset ( temp 4-component vector of uint)
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
0:47 'g_tTex2du4' ( uniform utexture2D)
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:47 c2: direct index for structure ( uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:47 Constant:
0:47 1 (const uint)
0:47 Constant:
0:47 0.750000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:49 Sequence
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'txval004' ( temp 4-component vector of float)
0:49 textureGatherOffsets ( temp 4-component vector of float)
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
0:49 'g_tTex2df4' ( uniform texture2D)
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:49 c2: direct index for structure ( uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:49 Constant:
0:49 1 (const uint)
0:49 Constant:
0:49 0.750000
0:49 Constant:
0:49 1 (const int)
0:49 0 (const int)
0:49 1 (const int)
0:49 0 (const int)
0:49 1 (const int)
0:49 0 (const int)
0:49 1 (const int)
0:49 0 (const int)
0:50 Sequence
0:50 move second child to first child ( temp 4-component vector of int)
0:50 'txval014' ( temp 4-component vector of int)
0:50 textureGatherOffsets ( temp 4-component vector of int)
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
0:50 'g_tTex2di4' ( uniform itexture2D)
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:50 c2: direct index for structure ( uniform 2-component vector of float)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:50 Constant:
0:50 1 (const uint)
0:50 Constant:
0:50 0.750000
0:50 Constant:
0:50 1 (const int)
0:50 -1 (const int)
0:50 1 (const int)
0:50 -1 (const int)
0:50 1 (const int)
0:50 -1 (const int)
0:50 1 (const int)
0:50 -1 (const int)
0:51 Sequence
0:51 move second child to first child ( temp 4-component vector of uint)
0:51 'txval024' ( temp 4-component vector of uint)
0:51 textureGatherOffsets ( temp 4-component vector of uint)
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
0:51 'g_tTex2du4' ( uniform utexture2D)
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:51 c2: direct index for structure ( uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
0:51 0.750000
0:51 Constant:
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:51 1 (const int)
0:53 Sequence
0:53 move second child to first child ( temp 4-component vector of float)
0:53 'txval401' ( temp 4-component vector of float)
0:53 textureGatherOffset ( temp 4-component vector of float)
0:53 Construct combined texture-sampler ( temp sampler2DShadow)
0:53 'g_tTex2df4' ( uniform texture2D)
0:53 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:53 c2: direct index for structure ( uniform 2-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
0:53 0.750000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:54 Sequence
0:54 move second child to first child ( temp 4-component vector of int)
0:54 'txval411' ( temp 4-component vector of int)
0:54 textureGatherOffset ( temp 4-component vector of int)
0:54 Construct combined texture-sampler ( temp isampler2DShadow)
0:54 'g_tTex2di4' ( uniform itexture2D)
0:54 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:54 c2: direct index for structure ( uniform 2-component vector of float)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:54 Constant:
0:54 1 (const uint)
0:54 Constant:
0:54 0.750000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:55 Sequence
0:55 move second child to first child ( temp 4-component vector of uint)
0:55 'txval421' ( temp 4-component vector of uint)
0:55 textureGatherOffset ( temp 4-component vector of uint)
0:55 Construct combined texture-sampler ( temp usampler2DShadow)
0:55 'g_tTex2du4' ( uniform utexture2D)
0:55 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:55 c2: direct index for structure ( uniform 2-component vector of float)
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:55 Constant:
0:55 1 (const uint)
0:55 Constant:
0:55 0.750000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:110 move second child to first child ( temp 4-component vector of float)
0:110 Color: direct index for structure ( temp 4-component vector of float)
0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:110 Constant:
0:110 0 (const int)
0:110 Constant:
0:110 1.000000
0:110 1.000000
0:110 1.000000
0:110 1.000000
0:111 move second child to first child ( temp float)
0:111 Depth: direct index for structure ( temp float)
0:111 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:111 Constant:
0:111 1 (const int)
0:111 Constant:
0:111 1.000000
0:113 Branch: Return with expression
0:113 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( ( temp void)
0:38 Function Parameters:
0:? Sequence
0:38 Sequence
0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 1 (const int)
0:? Linker Objects
0:? 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 167
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 132 136
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "txval001"
Name 16 "g_tTex2df4"
Name 20 "g_sSampCmp"
Name 27 "$Global"
MemberName 27($Global) 0 "c1"
MemberName 27($Global) 1 "c2"
MemberName 27($Global) 2 "c3"
MemberName 27($Global) 3 "c4"
Name 29 ""
Name 42 "txval011"
Name 45 "g_tTex2di4"
Name 59 "txval021"
Name 62 "g_tTex2du4"
Name 72 "txval004"
Name 82 "txval014"
Name 90 "txval024"
Name 98 "txval401"
Name 105 "txval411"
Name 112 "txval421"
Name 120 "psout"
Name 129 "flattenTemp"
Name 132 "@entryPointOutput.Color"
Name 136 "@entryPointOutput.Depth"
Name 141 "g_tTex1df4a"
Name 142 "g_tTex1df4"
Name 145 "g_tTex1di4"
Name 148 "g_tTex1du4"
Name 151 "g_tTex3df4"
Name 154 "g_tTex3di4"
Name 157 "g_tTex3du4"
Name 160 "g_tTexcdf4"
Name 163 "g_tTexcdi4"
Name 166 "g_tTexcdu4"
Decorate 16(g_tTex2df4) DescriptorSet 0
Decorate 20(g_sSampCmp) DescriptorSet 0
Decorate 20(g_sSampCmp) Binding 0
MemberDecorate 27($Global) 0 Offset 0
MemberDecorate 27($Global) 1 Offset 8
MemberDecorate 27($Global) 2 Offset 16
MemberDecorate 27($Global) 3 Offset 32
Decorate 27($Global) Block
Decorate 29 DescriptorSet 0
Decorate 45(g_tTex2di4) DescriptorSet 0
Decorate 62(g_tTex2du4) DescriptorSet 0
Decorate 132(@entryPointOutput.Color) Location 0
Decorate 136(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 141(g_tTex1df4a) DescriptorSet 0
Decorate 141(g_tTex1df4a) Binding 1
Decorate 142(g_tTex1df4) DescriptorSet 0
Decorate 142(g_tTex1df4) Binding 0
Decorate 145(g_tTex1di4) DescriptorSet 0
Decorate 148(g_tTex1du4) DescriptorSet 0
Decorate 151(g_tTex3df4) DescriptorSet 0
Decorate 154(g_tTex3di4) DescriptorSet 0
Decorate 157(g_tTex3du4) DescriptorSet 0
Decorate 160(g_tTexcdf4) DescriptorSet 0
Decorate 163(g_tTexcdi4) DescriptorSet 0
Decorate 166(g_tTexcdu4) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypePointer Function 7(fvec4)
14: TypeImage 6(float) 2D sampled format:Unknown
15: TypePointer UniformConstant 14
16(g_tTex2df4): 15(ptr) Variable UniformConstant
18: TypeSampler
19: TypePointer UniformConstant 18
20(g_sSampCmp): 19(ptr) Variable UniformConstant
22: TypeImage 6(float) 2D depth sampled format:Unknown
23: TypeSampledImage 22
25: TypeVector 6(float) 2
26: TypeVector 6(float) 3
27($Global): TypeStruct 6(float) 25(fvec2) 26(fvec3) 7(fvec4)
28: TypePointer Uniform 27($Global)
29: 28(ptr) Variable Uniform
30: TypeInt 32 1
31: 30(int) Constant 1
32: TypePointer Uniform 25(fvec2)
35: 6(float) Constant 1061158912
36: TypeVector 30(int) 2
37: 30(int) Constant 0
38: 36(ivec2) ConstantComposite 31 37
40: TypeVector 30(int) 4
41: TypePointer Function 40(ivec4)
43: TypeImage 30(int) 2D sampled format:Unknown
44: TypePointer UniformConstant 43
45(g_tTex2di4): 44(ptr) Variable UniformConstant
48: TypeImage 30(int) 2D depth sampled format:Unknown
49: TypeSampledImage 48
53: 30(int) Constant 4294967295
54: 36(ivec2) ConstantComposite 31 53
56: TypeInt 32 0
57: TypeVector 56(int) 4
58: TypePointer Function 57(ivec4)
60: TypeImage 56(int) 2D sampled format:Unknown
61: TypePointer UniformConstant 60
62(g_tTex2du4): 61(ptr) Variable UniformConstant
65: TypeImage 56(int) 2D depth sampled format:Unknown
66: TypeSampledImage 65
70: 36(ivec2) ConstantComposite 31 31
78: 56(int) Constant 4
79: TypeArray 36(ivec2) 78
80: 79 ConstantComposite 38 38 38 38
88: 79 ConstantComposite 54 54 54 54
96: 79 ConstantComposite 70 70 70 70
119: TypePointer Function 8(PS_OUTPUT)
121: 6(float) Constant 1065353216
122: 7(fvec4) ConstantComposite 121 121 121 121
124: TypePointer Function 6(float)
131: TypePointer Output 7(fvec4)
132(@entryPointOutput.Color): 131(ptr) Variable Output
135: TypePointer Output 6(float)
136(@entryPointOutput.Depth): 135(ptr) Variable Output
139: TypeImage 6(float) 1D sampled format:Unknown
140: TypePointer UniformConstant 139
141(g_tTex1df4a): 140(ptr) Variable UniformConstant
142(g_tTex1df4): 140(ptr) Variable UniformConstant
143: TypeImage 30(int) 1D sampled format:Unknown
144: TypePointer UniformConstant 143
145(g_tTex1di4): 144(ptr) Variable UniformConstant
146: TypeImage 56(int) 1D sampled format:Unknown
147: TypePointer UniformConstant 146
148(g_tTex1du4): 147(ptr) Variable UniformConstant
149: TypeImage 6(float) 3D sampled format:Unknown
150: TypePointer UniformConstant 149
151(g_tTex3df4): 150(ptr) Variable UniformConstant
152: TypeImage 30(int) 3D sampled format:Unknown
153: TypePointer UniformConstant 152
154(g_tTex3di4): 153(ptr) Variable UniformConstant
155: TypeImage 56(int) 3D sampled format:Unknown
156: TypePointer UniformConstant 155
157(g_tTex3du4): 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 30(int) Cube sampled format:Unknown
162: TypePointer UniformConstant 161
163(g_tTexcdi4): 162(ptr) Variable UniformConstant
164: TypeImage 56(int) Cube sampled format:Unknown
165: TypePointer UniformConstant 164
166(g_tTexcdu4): 165(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
129(flattenTemp): 119(ptr) Variable Function
130:8(PS_OUTPUT) FunctionCall 10(@main()
Store 129(flattenTemp) 130
133: 12(ptr) AccessChain 129(flattenTemp) 37
134: 7(fvec4) Load 133
Store 132(@entryPointOutput.Color) 134
137: 124(ptr) AccessChain 129(flattenTemp) 31
138: 6(float) Load 137
Store 136(@entryPointOutput.Depth) 138
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(txval001): 12(ptr) Variable Function
42(txval011): 41(ptr) Variable Function
59(txval021): 58(ptr) Variable Function
72(txval004): 12(ptr) Variable Function
82(txval014): 41(ptr) Variable Function
90(txval024): 58(ptr) Variable Function
98(txval401): 12(ptr) Variable Function
105(txval411): 41(ptr) Variable Function
112(txval421): 58(ptr) Variable Function
120(psout): 119(ptr) Variable Function
17: 14 Load 16(g_tTex2df4)
21: 18 Load 20(g_sSampCmp)
24: 23 SampledImage 17 21
33: 32(ptr) AccessChain 29 31
34: 25(fvec2) Load 33
39: 7(fvec4) ImageDrefGather 24 34 35 ConstOffset 38
Store 13(txval001) 39
46: 43 Load 45(g_tTex2di4)
47: 18 Load 20(g_sSampCmp)
50: 49 SampledImage 46 47
51: 32(ptr) AccessChain 29 31
52: 25(fvec2) Load 51
55: 40(ivec4) ImageDrefGather 50 52 35 ConstOffset 54
Store 42(txval011) 55
63: 60 Load 62(g_tTex2du4)
64: 18 Load 20(g_sSampCmp)
67: 66 SampledImage 63 64
68: 32(ptr) AccessChain 29 31
69: 25(fvec2) Load 68
71: 57(ivec4) ImageDrefGather 67 69 35 ConstOffset 70
Store 59(txval021) 71
73: 14 Load 16(g_tTex2df4)
74: 18 Load 20(g_sSampCmp)
75: 23 SampledImage 73 74
76: 32(ptr) AccessChain 29 31
77: 25(fvec2) Load 76
81: 7(fvec4) ImageDrefGather 75 77 35 ConstOffsets 80
Store 72(txval004) 81
83: 43 Load 45(g_tTex2di4)
84: 18 Load 20(g_sSampCmp)
85: 49 SampledImage 83 84
86: 32(ptr) AccessChain 29 31
87: 25(fvec2) Load 86
89: 40(ivec4) ImageDrefGather 85 87 35 ConstOffsets 88
Store 82(txval014) 89
91: 60 Load 62(g_tTex2du4)
92: 18 Load 20(g_sSampCmp)
93: 66 SampledImage 91 92
94: 32(ptr) AccessChain 29 31
95: 25(fvec2) Load 94
97: 57(ivec4) ImageDrefGather 93 95 35 ConstOffsets 96
Store 90(txval024) 97
99: 14 Load 16(g_tTex2df4)
100: 18 Load 20(g_sSampCmp)
101: 23 SampledImage 99 100
102: 32(ptr) AccessChain 29 31
103: 25(fvec2) Load 102
104: 7(fvec4) ImageDrefGather 101 103 35 ConstOffset 38
Store 98(txval401) 104
106: 43 Load 45(g_tTex2di4)
107: 18 Load 20(g_sSampCmp)
108: 49 SampledImage 106 107
109: 32(ptr) AccessChain 29 31
110: 25(fvec2) Load 109
111: 40(ivec4) ImageDrefGather 108 110 35 ConstOffset 54
Store 105(txval411) 111
113: 60 Load 62(g_tTex2du4)
114: 18 Load 20(g_sSampCmp)
115: 66 SampledImage 113 114
116: 32(ptr) AccessChain 29 31
117: 25(fvec2) Load 116
118: 57(ivec4) ImageDrefGather 115 117 35 ConstOffset 70
Store 112(txval421) 118
123: 12(ptr) AccessChain 120(psout) 37
Store 123 122
125: 124(ptr) AccessChain 120(psout) 31
Store 125 121
126:8(PS_OUTPUT) Load 120(psout)
ReturnValue 126
FunctionEnd