hlsl.load.2dms.dx10.frag
-Shader version: 450
+Shader version: 500
gl_FragCoord origin is upper left
+using depth_any
0:? Sequence
-0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:23 Function Definition: getOffset( ( temp 2-component vector of int)
+0:23 Function Parameters:
+0:? Sequence
+0:24 Branch: Return with expression
+0:24 Constant:
+0:24 1 (const int)
+0:24 1 (const int)
+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: 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 textureFetch ( temp 4-component vector of float)
+0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
+0:32 c2: direct index for structure ( uniform 2-component vector of int)
+0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetch ( temp 4-component vector of int)
+0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
+0:33 c2: direct index for structure ( uniform 2-component vector of int)
+0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetch ( temp 4-component vector of uint)
+0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
+0:34 c2: direct index for structure ( uniform 2-component vector of int)
+0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetchOffset ( temp 4-component vector of float)
+0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
+0:37 c2: direct index for structure ( uniform 2-component vector of int)
+0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:37 Constant:
0:37 1 (const uint)
0:37 Constant:
0:37 3 (const 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: 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})
+0:37 Function Call: getOffset( ( temp 2-component vector of int)
+0:38 textureFetchOffset ( temp 4-component vector of int)
+0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
+0:38 c2: direct index for structure ( uniform 2-component vector of int)
+0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 3 (const 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: 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})
+0:38 Function Call: getOffset( ( temp 2-component vector of int)
+0:39 textureFetchOffset ( temp 4-component vector of uint)
+0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
+0:39 c2: direct index for structure ( uniform 2-component vector of int)
+0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 3 (const 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: 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})
+0:39 Function Call: getOffset( ( temp 2-component vector of int)
+0:42 textureFetch ( temp 4-component vector of float)
+0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
+0:42 c3: direct index for structure ( uniform 3-component vector of int)
+0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetch ( temp 4-component vector of int)
+0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
+0:43 c3: direct index for structure ( uniform 3-component vector of int)
+0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetch ( temp 4-component vector of uint)
+0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
+0:44 c3: direct index for structure ( uniform 3-component vector of int)
+0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetchOffset ( temp 4-component vector of float)
+0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
+0:47 c3: direct index for structure ( uniform 3-component vector of int)
+0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
0:47 3 (const 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: 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})
+0:47 Function Call: getOffset( ( temp 2-component vector of int)
+0:48 textureFetchOffset ( temp 4-component vector of int)
+0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
+0:48 c3: direct index for structure ( uniform 3-component vector of int)
+0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:48 Constant:
0:48 2 (const uint)
0:48 Constant:
0:48 3 (const 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: 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})
+0:48 Function Call: getOffset( ( temp 2-component vector of int)
+0:49 textureFetchOffset ( temp 4-component vector of uint)
+0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
+0:49 c3: direct index for structure ( uniform 3-component vector of int)
+0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:49 Constant:
0:49 2 (const uint)
0:49 Constant:
0:49 3 (const 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})
+0:49 Function Call: getOffset( ( temp 2-component vector of int)
+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})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 1.000000
0:51 1.000000
0:51 1.000000
-0:52 move second child to first child (temp float)
-0:52 Depth: direct index for structure (temp float)
-0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:52 move second child to first child ( temp float)
+0:52 Depth: direct index for structure ( temp float)
+0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 1.000000
-0:? Sequence
-0:? Sequence
-0:54 move second child to first child (temp 4-component vector of float)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:54 Color: direct index for structure (temp 4-component vector of float)
-0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
-0:54 Constant:
-0:54 0 (const int)
-0:54 move second child to first child (temp float)
-0:? 'Depth' (out float FragDepth)
-0:54 Depth: direct index for structure (temp float)
-0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
-0:54 Constant:
-0:54 1 (const int)
-0:54 Branch: Return
+0:54 Branch: Return with expression
+0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 Function Definition: main( ( temp void)
+0:28 Function Parameters:
+0:? Sequence
+0:28 Sequence
+0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
+0:28 Color: direct index for structure ( temp 4-component vector of float)
+0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 Constant:
+0:28 0 (const int)
+0:28 move second child to first child ( temp float)
+0:? '@entryPointOutput.Depth' ( out float FragDepth)
+0:28 Depth: direct index for structure ( temp float)
+0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 Constant:
+0:28 1 (const int)
0:? Linker Objects
-0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
-0:? 'g_tTex2dmsf4' (uniform texture2DMS)
-0:? 'g_tTex2dmsi4' (uniform itexture2DMS)
-0:? 'g_tTex2dmsu4' (uniform utexture2DMS)
-0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
-0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
-0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
-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})
+0:? 'g_sSamp' (layout( binding=0) uniform sampler)
+0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
+0:? 'g_tTex2dmsi4' ( uniform itexture2DMS)
+0:? 'g_tTex2dmsu4' ( uniform utexture2DMS)
+0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
+0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
+0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
+0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
+0:? '@entryPointOutput.Depth' ( out float FragDepth)
+0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
-Shader version: 450
+Shader version: 500
gl_FragCoord origin is upper left
+using depth_any
0:? Sequence
-0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:23 Function Definition: getOffset( ( temp 2-component vector of int)
+0:23 Function Parameters:
+0:? Sequence
+0:24 Branch: Return with expression
+0:24 Constant:
+0:24 1 (const int)
+0:24 1 (const int)
+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: 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 textureFetch ( temp 4-component vector of float)
+0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
+0:32 c2: direct index for structure ( uniform 2-component vector of int)
+0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetch ( temp 4-component vector of int)
+0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
+0:33 c2: direct index for structure ( uniform 2-component vector of int)
+0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetch ( temp 4-component vector of uint)
+0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
+0:34 c2: direct index for structure ( uniform 2-component vector of int)
+0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetchOffset ( temp 4-component vector of float)
+0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
+0:37 c2: direct index for structure ( uniform 2-component vector of int)
+0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:37 Constant:
0:37 1 (const uint)
0:37 Constant:
0:37 3 (const 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: 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})
+0:37 Function Call: getOffset( ( temp 2-component vector of int)
+0:38 textureFetchOffset ( temp 4-component vector of int)
+0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
+0:38 c2: direct index for structure ( uniform 2-component vector of int)
+0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 3 (const 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: 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})
+0:38 Function Call: getOffset( ( temp 2-component vector of int)
+0:39 textureFetchOffset ( temp 4-component vector of uint)
+0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
+0:39 c2: direct index for structure ( uniform 2-component vector of int)
+0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 3 (const 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: 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})
+0:39 Function Call: getOffset( ( temp 2-component vector of int)
+0:42 textureFetch ( temp 4-component vector of float)
+0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
+0:42 c3: direct index for structure ( uniform 3-component vector of int)
+0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetch ( temp 4-component vector of int)
+0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
+0:43 c3: direct index for structure ( uniform 3-component vector of int)
+0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetch ( temp 4-component vector of uint)
+0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
+0:44 c3: direct index for structure ( uniform 3-component vector of int)
+0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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: 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 textureFetchOffset ( temp 4-component vector of float)
+0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
+0:47 c3: direct index for structure ( uniform 3-component vector of int)
+0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
0:47 3 (const 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: 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})
+0:47 Function Call: getOffset( ( temp 2-component vector of int)
+0:48 textureFetchOffset ( temp 4-component vector of int)
+0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
+0:48 c3: direct index for structure ( uniform 3-component vector of int)
+0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:48 Constant:
0:48 2 (const uint)
0:48 Constant:
0:48 3 (const 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: 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})
+0:48 Function Call: getOffset( ( temp 2-component vector of int)
+0:49 textureFetchOffset ( temp 4-component vector of uint)
+0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
+0:49 c3: direct index for structure ( uniform 3-component vector of int)
+0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
0:49 Constant:
0:49 2 (const uint)
0:49 Constant:
0:49 3 (const 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})
+0:49 Function Call: getOffset( ( temp 2-component vector of int)
+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})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 1.000000
0:51 1.000000
0:51 1.000000
-0:52 move second child to first child (temp float)
-0:52 Depth: direct index for structure (temp float)
-0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:52 move second child to first child ( temp float)
+0:52 Depth: direct index for structure ( temp float)
+0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 1.000000
-0:? Sequence
-0:? Sequence
-0:54 move second child to first child (temp 4-component vector of float)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:54 Color: direct index for structure (temp 4-component vector of float)
-0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
-0:54 Constant:
-0:54 0 (const int)
-0:54 move second child to first child (temp float)
-0:? 'Depth' (out float FragDepth)
-0:54 Depth: direct index for structure (temp float)
-0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
-0:54 Constant:
-0:54 1 (const int)
-0:54 Branch: Return
+0:54 Branch: Return with expression
+0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 Function Definition: main( ( temp void)
+0:28 Function Parameters:
+0:? Sequence
+0:28 Sequence
+0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
+0:28 Color: direct index for structure ( temp 4-component vector of float)
+0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 Constant:
+0:28 0 (const int)
+0:28 move second child to first child ( temp float)
+0:? '@entryPointOutput.Depth' ( out float FragDepth)
+0:28 Depth: direct index for structure ( temp float)
+0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
+0:28 Constant:
+0:28 1 (const int)
0:? Linker Objects
-0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
-0:? 'g_tTex2dmsf4' (uniform texture2DMS)
-0:? 'g_tTex2dmsi4' (uniform itexture2DMS)
-0:? 'g_tTex2dmsu4' (uniform utexture2DMS)
-0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
-0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
-0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
-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})
+0:? 'g_sSamp' (layout( binding=0) uniform sampler)
+0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
+0:? 'g_tTex2dmsi4' ( uniform itexture2DMS)
+0:? 'g_tTex2dmsu4' ( uniform utexture2DMS)
+0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
+0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
+0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
+0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
+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 123
+// Generated by (magic number): 8000b
+// Id's are bound by 129
Capability Shader
Capability ImageGatherExtended
- Capability ImageMSArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "main" 112 116
+ EntryPoint Fragment 4 "main" 119 123
ExecutionMode 4 OriginUpperLeft
+ ExecutionMode 4 DepthReplacing
+ Source HLSL 500
Name 4 "main"
- Name 9 "g_tTex2dmsf4"
- 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($Global) 7 "o4"
- Name 17 ""
- Name 27 "g_tTex2dmsi4"
- Name 35 "g_tTex2dmsu4"
- Name 62 "g_tTex2dmsf4a"
- Name 71 "g_tTex2dmsi4a"
- Name 78 "g_tTex2dmsu4a"
- Name 101 "PS_OUTPUT"
- MemberName 101(PS_OUTPUT) 0 "Color"
- MemberName 101(PS_OUTPUT) 1 "Depth"
- Name 103 "psout"
- Name 112 "Color"
- Name 116 "Depth"
- Name 122 "g_sSamp"
- Decorate 9(g_tTex2dmsf4) DescriptorSet 0
- MemberDecorate 15($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
+ Name 9 "getOffset("
+ Name 13 "PS_OUTPUT"
+ MemberName 13(PS_OUTPUT) 0 "Color"
+ MemberName 13(PS_OUTPUT) 1 "Depth"
+ Name 15 "@main("
+ Name 23 "g_tTex2dmsf4"
+ Name 27 "$Global"
+ MemberName 27($Global) 0 "c1"
+ MemberName 27($Global) 1 "c2"
+ MemberName 27($Global) 2 "c3"
+ MemberName 27($Global) 3 "c4"
+ Name 29 ""
+ Name 37 "g_tTex2dmsi4"
+ Name 45 "g_tTex2dmsu4"
+ Name 68 "g_tTex2dmsf4a"
+ Name 77 "g_tTex2dmsi4a"
+ Name 84 "g_tTex2dmsu4a"
+ Name 105 "psout"
+ Name 116 "flattenTemp"
+ Name 119 "@entryPointOutput.Color"
+ Name 123 "@entryPointOutput.Depth"
+ Name 128 "g_sSamp"
+ Decorate 23(g_tTex2dmsf4) DescriptorSet 0
+ Decorate 23(g_tTex2dmsf4) Binding 1
+ MemberDecorate 27($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 29 Binding 7
+ Decorate 37(g_tTex2dmsi4) DescriptorSet 0
+ Decorate 37(g_tTex2dmsi4) Binding 2
+ Decorate 45(g_tTex2dmsu4) DescriptorSet 0
+ Decorate 45(g_tTex2dmsu4) Binding 3
+ Decorate 68(g_tTex2dmsf4a) DescriptorSet 0
+ Decorate 68(g_tTex2dmsf4a) Binding 4
+ Decorate 77(g_tTex2dmsi4a) DescriptorSet 0
+ Decorate 77(g_tTex2dmsi4a) Binding 5
+ Decorate 84(g_tTex2dmsu4a) DescriptorSet 0
+ Decorate 84(g_tTex2dmsu4a) Binding 6
+ Decorate 119(@entryPointOutput.Color) Location 0
+ Decorate 123(@entryPointOutput.Depth) BuiltIn FragDepth
+ Decorate 128(g_sSamp) DescriptorSet 0
+ Decorate 128(g_sSamp) Binding 0
2: TypeVoid
3: TypeFunction 2
- 6: TypeFloat 32
- 7: TypeImage 6(float) 2D multi-sampled sampled format:Unknown
- 8: TypePointer UniformConstant 7
- 9(g_tTex2dmsf4): 8(ptr) Variable UniformConstant
- 11: TypeInt 32 1
- 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 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
+ 6: TypeInt 32 1
+ 7: TypeVector 6(int) 2
+ 8: TypeFunction 7(ivec2)
+ 11: TypeFloat 32
+ 12: TypeVector 11(float) 4
+ 13(PS_OUTPUT): TypeStruct 12(fvec4) 11(float)
+ 14: TypeFunction 13(PS_OUTPUT)
+ 17: 6(int) Constant 1
+ 18: 7(ivec2) ConstantComposite 17 17
+ 21: TypeImage 11(float) 2D multi-sampled sampled format:Unknown
+ 22: TypePointer UniformConstant 21
+23(g_tTex2dmsf4): 22(ptr) Variable UniformConstant
+ 25: TypeVector 6(int) 3
+ 26: TypeVector 6(int) 4
+ 27($Global): TypeStruct 6(int) 7(ivec2) 25(ivec3) 26(ivec4)
+ 28: TypePointer Uniform 27($Global)
+ 29: 28(ptr) Variable Uniform
+ 30: TypePointer Uniform 7(ivec2)
+ 33: 6(int) Constant 3
+ 35: TypeImage 6(int) 2D multi-sampled sampled format:Unknown
+ 36: TypePointer UniformConstant 35
+37(g_tTex2dmsi4): 36(ptr) Variable UniformConstant
+ 42: TypeInt 32 0
+ 43: TypeImage 42(int) 2D multi-sampled sampled format:Unknown
+ 44: TypePointer UniformConstant 43
+45(g_tTex2dmsu4): 44(ptr) Variable UniformConstant
+ 49: TypeVector 42(int) 4
+ 66: TypeImage 11(float) 2D array multi-sampled sampled format:Unknown
+ 67: TypePointer UniformConstant 66
+68(g_tTex2dmsf4a): 67(ptr) Variable UniformConstant
+ 70: 6(int) Constant 2
+ 71: TypePointer Uniform 25(ivec3)
+ 75: TypeImage 6(int) 2D array multi-sampled sampled format:Unknown
+ 76: TypePointer UniformConstant 75
+77(g_tTex2dmsi4a): 76(ptr) Variable UniformConstant
+ 82: TypeImage 42(int) 2D array multi-sampled sampled format:Unknown
+ 83: TypePointer UniformConstant 82
+84(g_tTex2dmsu4a): 83(ptr) Variable UniformConstant
+ 104: TypePointer Function 13(PS_OUTPUT)
+ 106: 6(int) Constant 0
+ 107: 11(float) Constant 1065353216
+ 108: 12(fvec4) ConstantComposite 107 107 107 107
+ 109: TypePointer Function 12(fvec4)
+ 111: TypePointer Function 11(float)
+ 118: TypePointer Output 12(fvec4)
+119(@entryPointOutput.Color): 118(ptr) Variable Output
+ 122: TypePointer Output 11(float)
+123(@entryPointOutput.Depth): 122(ptr) Variable Output
+ 126: TypeSampler
+ 127: TypePointer UniformConstant 126
+ 128(g_sSamp): 127(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
- 103(psout): 102(ptr) Variable Function
- 10: 7 Load 9(g_tTex2dmsf4)
- 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
+116(flattenTemp): 104(ptr) Variable Function
+ 117:13(PS_OUTPUT) FunctionCall 15(@main()
+ Store 116(flattenTemp) 117
+ 120: 109(ptr) AccessChain 116(flattenTemp) 106
+ 121: 12(fvec4) Load 120
+ Store 119(@entryPointOutput.Color) 121
+ 124: 111(ptr) AccessChain 116(flattenTemp) 17
+ 125: 11(float) Load 124
+ Store 123(@entryPointOutput.Depth) 125
Return
FunctionEnd
+ 9(getOffset(): 7(ivec2) Function None 8
+ 10: Label
+ ReturnValue 18
+ FunctionEnd
+ 15(@main():13(PS_OUTPUT) Function None 14
+ 16: Label
+ 105(psout): 104(ptr) Variable Function
+ 24: 21 Load 23(g_tTex2dmsf4)
+ 31: 30(ptr) AccessChain 29 17
+ 32: 7(ivec2) Load 31
+ 34: 12(fvec4) ImageFetch 24 32 Sample 33
+ 38: 35 Load 37(g_tTex2dmsi4)
+ 39: 30(ptr) AccessChain 29 17
+ 40: 7(ivec2) Load 39
+ 41: 26(ivec4) ImageFetch 38 40 Sample 33
+ 46: 43 Load 45(g_tTex2dmsu4)
+ 47: 30(ptr) AccessChain 29 17
+ 48: 7(ivec2) Load 47
+ 50: 49(ivec4) ImageFetch 46 48 Sample 33
+ 51: 21 Load 23(g_tTex2dmsf4)
+ 52: 30(ptr) AccessChain 29 17
+ 53: 7(ivec2) Load 52
+ 54: 7(ivec2) FunctionCall 9(getOffset()
+ 55: 12(fvec4) ImageFetch 51 53 Offset Sample 54 33
+ 56: 35 Load 37(g_tTex2dmsi4)
+ 57: 30(ptr) AccessChain 29 17
+ 58: 7(ivec2) Load 57
+ 59: 7(ivec2) FunctionCall 9(getOffset()
+ 60: 26(ivec4) ImageFetch 56 58 Offset Sample 59 33
+ 61: 43 Load 45(g_tTex2dmsu4)
+ 62: 30(ptr) AccessChain 29 17
+ 63: 7(ivec2) Load 62
+ 64: 7(ivec2) FunctionCall 9(getOffset()
+ 65: 49(ivec4) ImageFetch 61 63 Offset Sample 64 33
+ 69: 66 Load 68(g_tTex2dmsf4a)
+ 72: 71(ptr) AccessChain 29 70
+ 73: 25(ivec3) Load 72
+ 74: 12(fvec4) ImageFetch 69 73 Sample 33
+ 78: 75 Load 77(g_tTex2dmsi4a)
+ 79: 71(ptr) AccessChain 29 70
+ 80: 25(ivec3) Load 79
+ 81: 26(ivec4) ImageFetch 78 80 Sample 33
+ 85: 82 Load 84(g_tTex2dmsu4a)
+ 86: 71(ptr) AccessChain 29 70
+ 87: 25(ivec3) Load 86
+ 88: 49(ivec4) ImageFetch 85 87 Sample 33
+ 89: 66 Load 68(g_tTex2dmsf4a)
+ 90: 71(ptr) AccessChain 29 70
+ 91: 25(ivec3) Load 90
+ 92: 7(ivec2) FunctionCall 9(getOffset()
+ 93: 12(fvec4) ImageFetch 89 91 Offset Sample 92 33
+ 94: 75 Load 77(g_tTex2dmsi4a)
+ 95: 71(ptr) AccessChain 29 70
+ 96: 25(ivec3) Load 95
+ 97: 7(ivec2) FunctionCall 9(getOffset()
+ 98: 26(ivec4) ImageFetch 94 96 Offset Sample 97 33
+ 99: 82 Load 84(g_tTex2dmsu4a)
+ 100: 71(ptr) AccessChain 29 70
+ 101: 25(ivec3) Load 100
+ 102: 7(ivec2) FunctionCall 9(getOffset()
+ 103: 49(ivec4) ImageFetch 99 101 Offset Sample 102 33
+ 110: 109(ptr) AccessChain 105(psout) 106
+ Store 110 108
+ 112: 111(ptr) AccessChain 105(psout) 17
+ Store 112 107
+ 113:13(PS_OUTPUT) Load 105(psout)
+ ReturnValue 113
+ FunctionEnd