0:? 'a' (global 3-element array of mediump int)
0:? 'uint' (global mediump int)
0:? 'v' (smooth in 3-element array of mediump 4-component vector of float)
-0:? 'f' (global mediump float)
+0:? 'f' (invariant global mediump float)
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int x})
0:? 'fa' (global implicitly-sized array of mediump float)
-0:? 'f13' (global mediump float)
+0:? 'f13' (invariant global mediump float)
0:? 'fi' (invariant temp mediump float)
-0:? 'av' (smooth in mediump 4-component vector of float)
-0:? 'uv2' (uniform mediump 2-component vector of float)
+0:? 'av' (invariant smooth in mediump 4-component vector of float)
+0:? 'uv2' (invariant uniform mediump 2-component vector of float)
0:? 'uv3' (invariant uniform mediump 3-component vector of float)
0:? 'glob2D' (global lowp sampler2D)
0:? 'vary2D' (smooth in lowp sampler2D)
0:? 'a' (global 3-element array of mediump int)
0:? 'uint' (global mediump int)
0:? 'v' (smooth in 3-element array of mediump 4-component vector of float)
-0:? 'f' (global mediump float)
+0:? 'f' (invariant global mediump float)
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int x})
0:? 'fa' (global 1-element array of mediump float)
-0:? 'f13' (global mediump float)
+0:? 'f13' (invariant global mediump float)
0:? 'fi' (invariant temp mediump float)
-0:? 'av' (smooth in mediump 4-component vector of float)
-0:? 'uv2' (uniform mediump 2-component vector of float)
+0:? 'av' (invariant smooth in mediump 4-component vector of float)
+0:? 'uv2' (invariant uniform mediump 2-component vector of float)
0:? 'uv3' (invariant uniform mediump 3-component vector of float)
0:? 'glob2D' (global lowp sampler2D)
0:? 'vary2D' (smooth in lowp sampler2D)
0:? 'concall' (const float)
0:? 0.295520
0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float TexCoord)
-0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float TexCoord)
0:? 'c' (uniform int)
0:? 'x' (in 2-component vector of int)
0:? 'v2a' (in 2-component vector of float)
0:? 'concall' (const float)
0:? 0.295520
0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float TexCoord)
-0:? 'gl_TexCoord' (smooth out 35-element array of 4-component vector of float TexCoord)
0:? 'c' (uniform int)
0:? 'x' (in 2-component vector of int)
0:? 'v2a' (in 2-component vector of float)
0:? 'fnop' (noperspective in float)
0:? 'gl_ClipDistance' (smooth in implicitly-sized array of float ClipDistance)
0:? 'sampC' (uniform samplerCube)
-0:? 'gl_Color' (smooth in 4-component vector of float Color)
-0:? 'gl_Color' (flat in 4-component vector of float Color)
+0:? 'gl_Color' (in 4-component vector of float Color)
0:? 'samp2D' (uniform sampler2D)
0:? 'samp2DS' (uniform sampler2DShadow)
0:? 'samp2DR' (uniform sampler2DRect)
0:? 'fnop' (noperspective in float)
0:? 'gl_ClipDistance' (smooth in 4-element array of float ClipDistance)
0:? 'sampC' (uniform samplerCube)
-0:? 'gl_Color' (smooth in 4-component vector of float Color)
-0:? 'gl_Color' (flat in 4-component vector of float Color)
+0:? 'gl_Color' (in 4-component vector of float Color)
0:? 'samp2D' (uniform sampler2D)
0:? 'samp2DS' (uniform sampler2DShadow)
0:? 'samp2DR' (uniform sampler2DRect)
0:? 'i' (smooth in 4-component vector of float)
0:? 'o' (out 4-component vector of float)
0:? 'gl_ClipDistance' (smooth in 5-element array of float ClipDistance)
-0:? 'gl_ClipDistance' (smooth in 5-element array of float ClipDistance)
0:? 's' (smooth in structure{global float f})
0:? 'patch' (global float)
0:? 'vl' (layout(location=3 ) smooth in 4-component vector of float)
0:? 'i' (smooth in 4-component vector of float)
0:? 'o' (out 4-component vector of float)
0:? 'gl_ClipDistance' (smooth in 5-element array of float ClipDistance)
-0:? 'gl_ClipDistance' (smooth in 5-element array of float ClipDistance)
0:? 's' (smooth in structure{global float f})
0:? 'patch' (global float)
0:? 'vl' (layout(location=3 ) smooth in 4-component vector of float)
0:? 'locBad' (layout(location=9 ) in 4-component vector of float)
0:? 'loc' (layout(location=9 ) in 4-component vector of float)
0:? 'gl_PointSize' (gl_PointSize float PointSize)
-0:? 'gl_PointSize' (gl_PointSize float PointSize)
-0:? 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex)
0:? 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex)
0:? 'gl_FogFragCoord' (smooth out float FogFragCoord)
-0:? 'gl_FogFragCoord' (smooth out float FogFragCoord)
0:? 's2dr' (uniform sampler2DRect)
0:? 's2drs' (uniform sampler2DRectShadow)
0:? 'itloc2' (in 2-component vector of int)
0:? 'locBad' (layout(location=9 ) in 4-component vector of float)
0:? 'loc' (layout(location=9 ) in 4-component vector of float)
0:? 'gl_PointSize' (gl_PointSize float PointSize)
-0:? 'gl_PointSize' (gl_PointSize float PointSize)
-0:? 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex)
0:? 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex)
0:? 'gl_FogFragCoord' (smooth out float FogFragCoord)
-0:? 'gl_FogFragCoord' (smooth out float FogFragCoord)
0:? 's2dr' (uniform sampler2DRect)
0:? 's2drs' (uniform sampler2DRectShadow)
0:? 'itloc2' (in 2-component vector of int)
0:49 'gl_PrimitiveID' (flat in int PrimitiveID)
0:? Linker Objects
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
-0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
0:? 'foo' (smooth in 4-component vector of float)
0:? 's' (smooth in structure{global float f})
0:? 'patch' (global float)
0:49 'gl_PrimitiveID' (flat in int PrimitiveID)
0:? Linker Objects
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
-0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
0:? 'foo' (smooth in 4-component vector of float)
0:? 's' (smooth in structure{global float f})
0:? 'patch' (global float)
0:? 'badsize2' (global implicitly-sized array of highp float)
0:? 'ubInst' (layout(column_major shared ) uniform implicitly-sized array of block{layout(column_major shared ) uniform implicitly-sized array of highp int a})
0:? 'okayA' (global 2-element array of highp float)
-0:? 'newV' (smooth out highp 3-component vector of float)
-0:? 'invIn' (in highp 4-component vector of float)
-0:? 's2' (smooth out structure{global highp 3-component vector of float c, global highp float f})
+0:? 'newV' (invariant smooth out highp 3-component vector of float)
+0:? 'invIn' (invariant in highp 4-component vector of float)
+0:? 's2' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f})
0:? 's3' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f})
0:? 'a' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp float f})
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b23})
0:? 'badsize2' (global 1-element array of highp float)
0:? 'ubInst' (layout(column_major shared ) uniform 1-element array of block{layout(column_major shared ) uniform 1-element array of highp int a})
0:? 'okayA' (global 2-element array of highp float)
-0:? 'newV' (smooth out highp 3-component vector of float)
-0:? 'invIn' (in highp 4-component vector of float)
-0:? 's2' (smooth out structure{global highp 3-component vector of float c, global highp float f})
+0:? 'newV' (invariant smooth out highp 3-component vector of float)
+0:? 'invIn' (invariant in highp 4-component vector of float)
+0:? 's2' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f})
0:? 's3' (invariant smooth out structure{global highp 3-component vector of float c, global highp float f})
0:? 'a' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform highp float f})
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform bool b23})
0:? 'aliased' (layout(location=13 ) smooth in mediump 4-component vector of float)
0:? 'arrayedInst' (in 4-element array of block{in mediump float f})
0:? 'gl_FragDepth' (gl_FragDepth highp float FragDepth)
-0:? 'gl_FragDepth' (gl_FragDepth highp float FragDepth)
0:? 'inf' (smooth in mediump 2-component vector of float)
0:? 'ing' (smooth in mediump 2-component vector of float)
0:? 'offsets' (uniform 4-element array of mediump 2-component vector of int)
0:? 'aliased' (layout(location=13 ) smooth in mediump 4-component vector of float)
0:? 'arrayedInst' (in 4-element array of block{in mediump float f})
0:? 'gl_FragDepth' (gl_FragDepth highp float FragDepth)
-0:? 'gl_FragDepth' (gl_FragDepth highp float FragDepth)
0:? 'inf' (smooth in mediump 2-component vector of float)
0:? 'ing' (smooth in mediump 2-component vector of float)
0:? 'offsets' (uniform 4-element array of mediump 2-component vector of int)
0:? 'vl2' (layout(location=6 ) smooth in 4-component vector of float)
0:? 'uv3' (layout(location=3 ) uniform 3-component vector of float)
0:? 'anon@0' (in block{in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
-0:? 'anon@0' (in block{in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
-0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
0:? 'u2drs' (uniform sampler2DRectShadow)
0:? 'patchIn' (smooth patch in 4-component vector of float)
0:? 'vl2' (layout(location=6 ) smooth in 4-component vector of float)
0:? 'uv3' (layout(location=3 ) uniform 3-component vector of float)
0:? 'anon@0' (in block{in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
-0:? 'anon@0' (in block{in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
-0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
0:? 'u2drs' (uniform sampler2DRectShadow)
0:? 'patchIn' (smooth patch in 4-component vector of float)
0:8 0.300000
0:? Linker Objects
0:? 'gl_FragDepth' (gl_FragDepth float FragDepth)
-0:? 'gl_FragDepth' (gl_FragDepth float FragDepth)
0:? 'depth' (smooth in float)
0:? 'a' (layout(binding=0 offset=0 ) uniform implicitly-sized array of atomic_uint)
0:8 0.300000
0:? Linker Objects
0:? 'gl_FragDepth' (gl_FragDepth float FragDepth)
-0:? 'gl_FragDepth' (gl_FragDepth float FragDepth)
0:? 'depth' (smooth in float)
0:? 'a' (layout(binding=0 offset=0 ) uniform 1-element array of atomic_uint)
0:25 Constant:
0:25 0 (const uint)
0:? Linker Objects
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
Linked fragment stage:
0:25 Constant:
0:25 0 (const uint)
0:? Linker Objects
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
// Module Version 10000
// Generated by (magic number): 80001
0:? 'g_samp[2]' (uniform sampler)
0:37 'aggShadow' (temp 3-element array of sampler)
0:? Linker Objects
+0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_tex[0]' (uniform texture1D)
0:? 'g_tex[1]' (uniform texture1D)
0:? 'g_tex[2]' (uniform texture1D)
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:? '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:? '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:? 'not_flattened_a' (global 5-element array of int)
-0:? 'color' (layout(location=0 ) out 4-component vector of float)
Linked fragment stage:
0:? 'g_samp[2]' (uniform sampler)
0:37 'aggShadow' (temp 3-element array of sampler)
0:? Linker Objects
+0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_tex[0]' (uniform texture1D)
0:? 'g_tex[1]' (uniform texture1D)
0:? 'g_tex[2]' (uniform texture1D)
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:? '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:? '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:? '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
0:10 Branch: Return
0:? Linker Objects
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)
+0:? '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})
Linked fragment stage:
0:10 Branch: Return
0:? Linker Objects
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)
+0:? '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})
// Module Version 10000
// Generated by (magic number): 80001
0:19 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array})
Linked fragment stage:
0:19 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 5-element array of 4-element array of 3-element array of float float_array})
// Module Version 10000
// Generated by (magic number): 80001
0:? Sequence
0:5 'dti' (in int LocalInvocationID)
0:? Linker Objects
-0:? 'a' (shared 100-element array of 4-component vector of float)
0:? 'dti' (in int LocalInvocationID)
+0:? 'a' (shared 100-element array of 4-component vector of float)
Linked compute stage:
0:? Sequence
0:5 'dti' (in int LocalInvocationID)
0:? Linker Objects
-0:? 'a' (shared 100-element array of 4-component vector of float)
0:? 'dti' (in int LocalInvocationID)
+0:? 'a' (shared 100-element array of 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
0:31 0 (const uint)
0:31 Branch: Return
0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'input' (layout(location=0 ) in 4-component vector of float)
Linked fragment stage:
0:31 0 (const uint)
0:31 Branch: Return
0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'input' (layout(location=0 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
0:43 1 (const int)
0:43 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:43 1 (const int)
0:43 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:43 1 (const int)
0:43 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:43 1 (const int)
0:43 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
SPIR-V is not generated for failed compile or link
0:33 0 (const int)
0:33 Branch: Return
0:? Linker Objects
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float uf4})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float uf4})
Linked fragment stage:
0:33 0 (const int)
0:33 Branch: Return
0:? Linker Objects
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float uf4})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float uf4})
// Module Version 10000
// Generated by (magic number): 80001
MemberName 88($Global) 0 "uf4"
Name 90 ""
Decorate 84(Color) Location 0
+ MemberDecorate 88($Global) 0 Offset 0
Decorate 88($Global) Block
Decorate 90 DescriptorSet 0
2: TypeVoid
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
-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})
+0:? '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})
Linked fragment stage:
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
-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})
+0:? '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})
// Module Version 10000
// Generated by (magic number): 80001
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:47 1 (const int)
0:47 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:47 1 (const int)
0:47 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:45 0 (const int)
0:45 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Pos' (out 4-component vector of float Position)
Linked vertex stage:
0:45 0 (const int)
0:45 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Pos' (out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
0:43 1 (const int)
0:43 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:43 1 (const int)
0:43 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:35 1 (const int)
0:35 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex2df4' (uniform texture2DArray)
0:? 'g_tTex2di4' (uniform itexture2DArray)
0:? 'g_tTex2du4' (uniform utexture2DArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:35 1 (const int)
0:35 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex2df4' (uniform texture2DArray)
0:? 'g_tTex2di4' (uniform itexture2DArray)
0:? 'g_tTex2du4' (uniform utexture2DArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:70 1 (const int)
0:70 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component 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:
0:70 1 (const int)
0:70 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component 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
0:76 1 (const int)
0:76 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component 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:
0:76 1 (const int)
0:76 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component 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
0:115 1 (const int)
0:115 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:115 1 (const int)
0:115 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:109 1 (const int)
0:109 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:109 1 (const int)
0:109 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform float c1, layout(offset=8 ) uniform 2-component vector of float c2, layout(offset=16 ) uniform 3-component vector of float c3, layout(offset=32 ) uniform 4-component vector of float c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:279 1 (const int)
0:279 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
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)
Linked fragment stage:
0:279 1 (const int)
0:279 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
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)
// Module Version 10000
// Generated by (magic number): 80001
0:26 0 (const int)
0:26 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
-0:? 'Pos' (out 4-component vector of float Position)
Linked vertex stage:
0:26 0 (const int)
0:26 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
-0:? 'Pos' (out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
0:95 1 (const int)
0:95 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:95 1 (const int)
0:95 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
Decorate 214(Depth) BuiltIn FragDepth
Decorate 220(g_sSamp) DescriptorSet 0
Decorate 220(g_sSamp) Binding 0
+ MemberDecorate 222($Global) 0 Offset 0
+ MemberDecorate 222($Global) 1 Offset 8
+ MemberDecorate 222($Global) 2 Offset 16
+ MemberDecorate 222($Global) 3 Offset 32
+ MemberDecorate 222($Global) 4 Offset 48
+ MemberDecorate 222($Global) 5 Offset 56
+ MemberDecorate 222($Global) 6 Offset 64
+ MemberDecorate 222($Global) 7 Offset 80
Decorate 222($Global) Block
Decorate 224 DescriptorSet 0
2: TypeVoid
0:22 1 (const int)
0:22 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:22 1 (const int)
0:22 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
SPIR-V is not generated for failed compile or link
0:35 'a1' (global 4-component vector of float)
0:35 Branch: Return
0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a1' (global 4-component vector of float)
0:? 'b1' (global 4-component vector of float)
0:? 'a1i' (global 4-component vector of float)
0:? 'single2' (global structure{temp 2-component vector of uint v})
0:? 'single3' (global structure{temp structure{temp int f} s1})
0:? 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1})
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'input' (layout(location=0 ) in 4-component vector of float)
Linked fragment stage:
0:35 'a1' (global 4-component vector of float)
0:35 Branch: Return
0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a1' (global 4-component vector of float)
0:? 'b1' (global 4-component vector of float)
0:? 'a1i' (global 4-component vector of float)
0:? 'single2' (global structure{temp 2-component vector of uint v})
0:? 'single3' (global structure{temp structure{temp int f} s1})
0:? 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1})
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'input' (layout(location=0 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
0:? 4.000000
0:128 Branch: Return
0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
+0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
+0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
+0:? 'inU0' (layout(location=3 ) in 4-component vector of uint)
+0:? 'inU1' (layout(location=4 ) in 4-component vector of uint)
0:? 'gs_ua' (shared uint)
0:? 'gs_ub' (shared uint)
0:? 'gs_uc' (shared uint)
0:? 'gs_ua4' (shared 4-component vector of uint)
0:? 'gs_ub4' (shared 4-component vector of uint)
0:? 'gs_uc4' (shared 4-component vector of uint)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
-0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
-0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
-0:? 'inU0' (layout(location=3 ) in 4-component vector of uint)
-0:? 'inU1' (layout(location=4 ) in 4-component vector of uint)
Linked compute stage:
0:? 4.000000
0:128 Branch: Return
0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
+0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
+0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
+0:? 'inU0' (layout(location=3 ) in 4-component vector of uint)
+0:? 'inU1' (layout(location=4 ) in 4-component vector of uint)
0:? 'gs_ua' (shared uint)
0:? 'gs_ub' (shared uint)
0:? 'gs_uc' (shared uint)
0:? 'gs_ua4' (shared 4-component vector of uint)
0:? 'gs_ub4' (shared 4-component vector of uint)
0:? 'gs_uc4' (shared 4-component vector of uint)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
-0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
-0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
-0:? 'inU0' (layout(location=3 ) in 4-component vector of uint)
-0:? 'inU1' (layout(location=4 ) in 4-component vector of uint)
// Module Version 10000
// Generated by (magic number): 80001
0:492 0 (const int)
0:492 Branch: Return
0:? Linker Objects
+0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:? 'gs_ua' (shared uint)
0:? 'gs_ub' (shared uint)
0:? 'gs_uc' (shared uint)
0:? 'gs_ua4' (shared 4-component vector of uint)
0:? 'gs_ub4' (shared 4-component vector of uint)
0:? 'gs_uc4' (shared 4-component vector of uint)
-0:? 'color' (layout(location=0 ) out 4-component vector of float)
Linked fragment stage:
0:492 0 (const int)
0:492 Branch: Return
0:? Linker Objects
+0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:? 'gs_ua' (shared uint)
0:? 'gs_ub' (shared uint)
0:? 'gs_uc' (shared uint)
0:? 'gs_ua4' (shared 4-component vector of uint)
0:? 'gs_ub4' (shared 4-component vector of uint)
0:? 'gs_uc4' (shared 4-component vector of uint)
-0:? 'color' (layout(location=0 ) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
0:? 4.000000
0:? 4.000000
0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
+0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
+0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
+0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? 'gs_ua' (global uint)
0:? 'gs_ub' (global uint)
0:? 'gs_uc' (global uint)
0:? 'gs_ua4' (global 4-component vector of uint)
0:? 'gs_ub4' (global 4-component vector of uint)
0:? 'gs_uc4' (global 4-component vector of uint)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
-0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
-0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
-0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
Linked vertex stage:
0:? 4.000000
0:? 4.000000
0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
+0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
+0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
+0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? 'gs_ua' (global uint)
0:? 'gs_ub' (global uint)
0:? 'gs_uc' (global uint)
0:? 'gs_ua4' (global 4-component vector of uint)
0:? 'gs_ub4' (global 4-component vector of uint)
0:? 'gs_uc4' (global 4-component vector of uint)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
-0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
-0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
-0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
// Module Version 10000
// Generated by (magic number): 80001
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
- EntryPoint Vertex 4 "VertexShaderFunction" 85 122 123 124 127
+ EntryPoint Vertex 4 "VertexShaderFunction" 85 102 103 104 107
Name 4 "VertexShaderFunction"
Name 15 "VertexShaderFunctionS(f1;f1;f1;i1;"
Name 11 "inF0"
Name 66 "inF1"
Name 67 "inF2"
Name 85 "@entryPointOutput"
- Name 103 "gs_ua"
- Name 104 "gs_ub"
- Name 105 "gs_uc"
- Name 108 "gs_ua2"
- Name 109 "gs_ub2"
- Name 110 "gs_uc2"
- Name 113 "gs_ua3"
- Name 114 "gs_ub3"
- Name 115 "gs_uc3"
- Name 118 "gs_ua4"
- Name 119 "gs_ub4"
- Name 120 "gs_uc4"
- Name 122 "inF0"
- Name 123 "inF1"
- Name 124 "inF2"
- Name 127 "inI0"
+ Name 102 "inF0"
+ Name 103 "inF1"
+ Name 104 "inF2"
+ Name 107 "inI0"
+ Name 110 "gs_ua"
+ Name 111 "gs_ub"
+ Name 112 "gs_uc"
+ Name 115 "gs_ua2"
+ Name 116 "gs_ub2"
+ Name 117 "gs_uc2"
+ Name 120 "gs_ua3"
+ Name 121 "gs_ub3"
+ Name 122 "gs_uc3"
+ Name 125 "gs_ua4"
+ Name 126 "gs_ub4"
+ Name 127 "gs_uc4"
Decorate 85(@entryPointOutput) Location 0
- Decorate 122(inF0) Location 0
- Decorate 123(inF1) Location 1
- Decorate 124(inF2) Location 2
- Decorate 127(inI0) Location 3
+ Decorate 102(inF0) Location 0
+ Decorate 103(inF1) Location 1
+ Decorate 104(inF2) Location 2
+ Decorate 107(inI0) Location 3
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
94: 53 ConstantComposite 93 93 93
97: 61(fvec4) ConstantComposite 86 86 86 86
98: 62 ConstantComposite 97 97 97 97
- 101: TypeInt 32 0
- 102: TypePointer Private 101(int)
- 103(gs_ua): 102(ptr) Variable Private
- 104(gs_ub): 102(ptr) Variable Private
- 105(gs_uc): 102(ptr) Variable Private
- 106: TypeVector 101(int) 2
- 107: TypePointer Private 106(ivec2)
- 108(gs_ua2): 107(ptr) Variable Private
- 109(gs_ub2): 107(ptr) Variable Private
- 110(gs_uc2): 107(ptr) Variable Private
- 111: TypeVector 101(int) 3
- 112: TypePointer Private 111(ivec3)
- 113(gs_ua3): 112(ptr) Variable Private
- 114(gs_ub3): 112(ptr) Variable Private
- 115(gs_uc3): 112(ptr) Variable Private
- 116: TypeVector 101(int) 4
- 117: TypePointer Private 116(ivec4)
- 118(gs_ua4): 117(ptr) Variable Private
- 119(gs_ub4): 117(ptr) Variable Private
- 120(gs_uc4): 117(ptr) Variable Private
- 121: TypePointer Input 61(fvec4)
- 122(inF0): 121(ptr) Variable Input
- 123(inF1): 121(ptr) Variable Input
- 124(inF2): 121(ptr) Variable Input
- 125: TypeVector 8(int) 4
- 126: TypePointer Input 125(ivec4)
- 127(inI0): 126(ptr) Variable Input
+ 101: TypePointer Input 61(fvec4)
+ 102(inF0): 101(ptr) Variable Input
+ 103(inF1): 101(ptr) Variable Input
+ 104(inF2): 101(ptr) Variable Input
+ 105: TypeVector 8(int) 4
+ 106: TypePointer Input 105(ivec4)
+ 107(inI0): 106(ptr) Variable Input
+ 108: TypeInt 32 0
+ 109: TypePointer Private 108(int)
+ 110(gs_ua): 109(ptr) Variable Private
+ 111(gs_ub): 109(ptr) Variable Private
+ 112(gs_uc): 109(ptr) Variable Private
+ 113: TypeVector 108(int) 2
+ 114: TypePointer Private 113(ivec2)
+ 115(gs_ua2): 114(ptr) Variable Private
+ 116(gs_ub2): 114(ptr) Variable Private
+ 117(gs_uc2): 114(ptr) Variable Private
+ 118: TypeVector 108(int) 3
+ 119: TypePointer Private 118(ivec3)
+ 120(gs_ua3): 119(ptr) Variable Private
+ 121(gs_ub3): 119(ptr) Variable Private
+ 122(gs_uc3): 119(ptr) Variable Private
+ 123: TypeVector 108(int) 4
+ 124: TypePointer Private 123(ivec4)
+ 125(gs_ua4): 124(ptr) Variable Private
+ 126(gs_ub4): 124(ptr) Variable Private
+ 127(gs_uc4): 124(ptr) Variable Private
4(VertexShaderFunction): 2 Function None 3
5: Label
Store 85(@entryPointOutput) 87
0:54 1 (const int)
0:54 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsi4' (uniform itexture2DMS)
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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:54 1 (const int)
0:54 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsi4' (uniform itexture2DMS)
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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:70 1 (const int)
0:70 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:70 1 (const int)
0:70 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:75 1 (const int)
0:75 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:75 1 (const int)
0:75 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:69 0 (const int)
0:69 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:69 0 (const int)
0:69 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:37 1 (const int)
0:37 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:37 1 (const int)
0:37 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:37 1 (const int)
0:37 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_tTexbfs_test' (layout(binding=0 r32f ) uniform samplerBuffer)
0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:? 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer)
0:? 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:37 1 (const int)
0:37 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_tTexbfs_test' (layout(binding=0 r32f ) uniform samplerBuffer)
0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:? 'g_tTexbis' (layout(r32i ) uniform isamplerBuffer)
0:? 'g_tTexbus' (layout(r32ui ) uniform usamplerBuffer)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:75 1 (const int)
0:75 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:75 1 (const int)
0:75 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:68 1 (const int)
0:68 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:68 1 (const int)
0:68 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:31 0 (const int)
0:31 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:31 0 (const int)
0:31 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:56 1 (const int)
0:56 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:56 1 (const int)
0:56 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:61 1 (const int)
0:61 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:61 1 (const int)
0:61 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
-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:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:18 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
Linked fragment stage:
0:18 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
// Module Version 10000
// Generated by (magic number): 80001
0:23 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
Linked fragment stage:
0:23 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
// Module Version 10000
// Generated by (magic number): 80001
0:26 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
Linked fragment stage:
0:26 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
// Module Version 10000
// Generated by (magic number): 80001
0:10 Branch: Return with expression
0:10 'inFloat1' (in 1-component vector of float)
0:? Linker Objects
-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})
+0:? 'anon@0' (layout(row_major std140 ) 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:
0:10 Branch: Return with expression
0:10 'inFloat1' (in 1-component vector of float)
0:? Linker Objects
-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})
+0:? 'anon@0' (layout(row_major std140 ) 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
MemberName 27($Global) 4 "dmat23"
MemberName 27($Global) 5 "int44"
Name 29 ""
+ MemberDecorate 27($Global) 0 Offset 0
+ MemberDecorate 27($Global) 1 RowMajor
+ MemberDecorate 27($Global) 1 Offset 16
+ MemberDecorate 27($Global) 1 MatrixStride 16
+ MemberDecorate 27($Global) 2 RowMajor
+ MemberDecorate 27($Global) 2 Offset 32
+ MemberDecorate 27($Global) 2 MatrixStride 16
+ MemberDecorate 27($Global) 3 RowMajor
+ MemberDecorate 27($Global) 3 Offset 48
+ MemberDecorate 27($Global) 3 MatrixStride 16
+ MemberDecorate 27($Global) 4 RowMajor
+ MemberDecorate 27($Global) 4 Offset 80
+ MemberDecorate 27($Global) 4 MatrixStride 16
+ MemberDecorate 27($Global) 5 RowMajor
+ MemberDecorate 27($Global) 5 Offset 128
+ MemberDecorate 27($Global) 5 MatrixStride 16
Decorate 27($Global) Block
Decorate 29 DescriptorSet 0
2: TypeVoid
0:48 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
Linked fragment stage:
0:48 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
// Module Version 10000
// Generated by (magic number): 80001
0:48 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform mediump float b1a, layout(offset=4 ) uniform mediump float b1b})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform mediump float b1a, layout(offset=4 ) uniform mediump float b1b})
Linked fragment stage:
0:48 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform mediump float b1a, layout(offset=4 ) uniform mediump float b1b})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform mediump float b1a, layout(offset=4 ) uniform mediump float b1b})
// Module Version 10000
// Generated by (magic number): 80001
Decorate 47 RelaxedPrecision
Decorate 58(Color) Location 0
MemberDecorate 62($Global) 0 RelaxedPrecision
+ MemberDecorate 62($Global) 0 Offset 0
MemberDecorate 62($Global) 1 RelaxedPrecision
+ MemberDecorate 62($Global) 1 Offset 4
Decorate 62($Global) Block
Decorate 64 DescriptorSet 0
2: TypeVoid
0:10 'Index' (in uint VertexIndex)
0:10 Branch: Return
0:? Linker Objects
-0:? 'Position' (layout(rgba32f ) uniform samplerBuffer)
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:? 'Index' (in uint VertexIndex)
+0:? 'Position' (layout(rgba32f ) uniform samplerBuffer)
Linked vertex stage:
0:10 'Index' (in uint VertexIndex)
0:10 Branch: Return
0:? Linker Objects
-0:? 'Position' (layout(rgba32f ) uniform samplerBuffer)
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:? 'Index' (in uint VertexIndex)
+0:? 'Position' (layout(rgba32f ) uniform samplerBuffer)
// Module Version 10000
// Generated by (magic number): 80001
0:12 0 (const int)
0:12 Branch: Return
0:? Linker Objects
-0:? 'precisefloat' (noContraction global float)
0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float)
+0:? 'precisefloat' (noContraction global float)
Linked fragment stage:
0:12 0 (const int)
0:12 Branch: Return
0:? Linker Objects
-0:? 'precisefloat' (noContraction global float)
0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float)
+0:? 'precisefloat' (noContraction global float)
// Module Version 10000
// Generated by (magic number): 80001
0:26 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
Linked fragment stage:
0:26 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
// Module Version 10000
// Generated by (magic number): 80001
0:200 0 (const int)
0:200 Branch: Return
0:? Linker Objects
-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)
+0:? '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})
Linked fragment stage:
0:200 0 (const int)
0:200 Branch: Return
0:? Linker Objects
-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)
+0:? '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})
// Module Version 10000
// Generated by (magic number): 80001
0:243 0 (const int)
0:243 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (uniform sampler)
0:? 'g_tTex1df1' (layout(r32f ) uniform image1D)
0:? 'g_tTex1di1' (layout(r32i ) uniform iimage1D)
0:? 'g_tBuffF' (layout(r32f ) uniform imageBuffer)
0:? 'g_tBuffI' (layout(r32i ) uniform iimageBuffer)
0:? 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c})
Linked fragment stage:
0:243 0 (const int)
0:243 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (uniform sampler)
0:? 'g_tTex1df1' (layout(r32f ) uniform image1D)
0:? 'g_tTex1di1' (layout(r32i ) uniform iimage1D)
0:? 'g_tBuffF' (layout(r32f ) uniform imageBuffer)
0:? 'g_tBuffI' (layout(r32i ) uniform iimageBuffer)
0:? 'g_tBuffU' (layout(r32ui ) uniform uimageBuffer)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'anon@0' (uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c})
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform uint u1, layout(offset=8 ) uniform 2-component vector of uint u2, layout(offset=16 ) uniform 3-component vector of uint u3, layout(offset=28 ) uniform uint u1b, layout(offset=32 ) uniform uint u1c, layout(offset=36 ) uniform int i1, layout(offset=40 ) uniform 2-component vector of int i2, layout(offset=48 ) uniform 3-component vector of int i3, layout(offset=60 ) uniform int i1b, layout(offset=64 ) uniform int i1c})
// Module Version 10000
// Generated by (magic number): 80001
0:139 0 (const int)
0:139 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
-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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4})
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4})
Linked fragment stage:
0:139 0 (const int)
0:139 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
-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, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4})
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform 4-component vector of float uf4, layout(offset=112 ) uniform 4-component vector of int ui4, layout(offset=128 ) uniform 4-component vector of uint uu4})
// Module Version 10000
// Generated by (magic number): 80001
0:139 0 (const int)
0:139 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df1' (layout(r32f ) uniform image1D)
0:? 'g_tTex1di1' (layout(r32i ) uniform iimage1D)
0:? 'g_tTex2df1a' (layout(r32f ) uniform image2DArray)
0:? 'g_tTex2di1a' (layout(r32i ) uniform iimage2DArray)
0:? 'g_tTex2du1a' (layout(r32ui ) uniform uimage2DArray)
-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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1})
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1})
Linked fragment stage:
0:139 0 (const int)
0:139 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df1' (layout(r32f ) uniform image1D)
0:? 'g_tTex1di1' (layout(r32i ) uniform iimage1D)
0:? 'g_tTex2df1a' (layout(r32f ) uniform image2DArray)
0:? 'g_tTex2di1a' (layout(r32i ) uniform iimage2DArray)
0:? 'g_tTex2du1a' (layout(r32ui ) uniform uimage2DArray)
-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, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1})
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform float uf1, layout(offset=100 ) uniform int ui1, layout(offset=104 ) uniform uint uu1})
// Module Version 10000
// Generated by (magic number): 80001
0:139 0 (const int)
0:139 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df2' (layout(rg32f ) uniform image1D)
0:? 'g_tTex1di2' (layout(rg32i ) uniform iimage1D)
0:? 'g_tTex2df2a' (layout(rg32f ) uniform image2DArray)
0:? 'g_tTex2di2a' (layout(rg32i ) uniform iimage2DArray)
0:? 'g_tTex2du2a' (layout(rg32ui ) uniform uimage2DArray)
-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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2})
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2})
Linked fragment stage:
0:139 0 (const int)
0:139 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df2' (layout(rg32f ) uniform image1D)
0:? 'g_tTex1di2' (layout(rg32i ) uniform iimage1D)
0:? 'g_tTex2df2a' (layout(rg32f ) uniform image2DArray)
0:? 'g_tTex2di2a' (layout(rg32i ) uniform iimage2DArray)
0:? 'g_tTex2du2a' (layout(rg32ui ) uniform uimage2DArray)
-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, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2})
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4, layout(offset=96 ) uniform 2-component vector of float uf2, layout(offset=104 ) uniform 2-component vector of int ui2, layout(offset=112 ) uniform 2-component vector of uint uu2})
// Module Version 10000
// Generated by (magic number): 80001
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4' (uniform textureCubeArray)
0:? 'g_tTexcdi4' (uniform itextureCubeArray)
0:? 'g_tTexcdu4' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4' (uniform textureCubeArray)
0:? 'g_tTexcdi4' (uniform itextureCubeArray)
0:? 'g_tTexcdu4' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:89 1 (const int)
0:89 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_sSamp2D_b' (uniform sampler)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:89 1 (const int)
0:89 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_sSamp2D_b' (uniform sampler)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:48 1 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:48 1 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:36 1 (const int)
0:36 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex2df4' (uniform texture2DArray)
0:? 'g_tTex2di4' (uniform itexture2DArray)
0:? 'g_tTex2du4' (uniform utexture2DArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:36 1 (const int)
0:36 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex2df4' (uniform texture2DArray)
0:? 'g_tTex2di4' (uniform itexture2DArray)
0:? 'g_tTex2du4' (uniform utexture2DArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:23 0 (const int)
0:23 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df1' (uniform texture1D)
0:? 'g_tTex1df2' (uniform texture1D)
0:? 'g_tTex1df3' (uniform texture1D)
0:? 'g_tTex1df4' (uniform texture1D)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
Linked fragment stage:
0:23 0 (const int)
0:23 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df1' (uniform texture1D)
0:? 'g_tTex1df2' (uniform texture1D)
0:? 'g_tTex1df3' (uniform texture1D)
0:? 'g_tTex1df4' (uniform texture1D)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4' (uniform textureCubeArray)
0:? 'g_tTexcdi4' (uniform itextureCubeArray)
0:? 'g_tTexcdu4' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4' (uniform textureCubeArray)
0:? 'g_tTexcdi4' (uniform itextureCubeArray)
0:? 'g_tTexcdu4' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:50 1 (const int)
0:50 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:50 1 (const int)
0:50 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:48 1 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:48 1 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:36 1 (const int)
0:36 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex2df4' (uniform texture2DArray)
0:? 'g_tTex2di4' (uniform itexture2DArray)
0:? 'g_tTex2du4' (uniform utexture2DArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:36 1 (const int)
0:36 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex2df4' (uniform texture2DArray)
0:? 'g_tTex2di4' (uniform itexture2DArray)
0:? 'g_tTex2du4' (uniform utexture2DArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:59 1 (const int)
0:59 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:59 1 (const int)
0:59 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:60 1 (const int)
0:60 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:60 1 (const int)
0:60 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:65 1 (const int)
0:65 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:65 1 (const int)
0:65 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:66 1 (const int)
0:66 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:66 1 (const int)
0:66 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:59 1 (const int)
0:59 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:59 1 (const int)
0:59 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:60 1 (const int)
0:60 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:60 1 (const int)
0:60 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:65 1 (const int)
0:65 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:65 1 (const int)
0:65 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:66 1 (const int)
0:66 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:66 1 (const int)
0:66 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4' (uniform textureCubeArray)
0:? 'g_tTexcdi4' (uniform itextureCubeArray)
0:? 'g_tTexcdu4' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4' (uniform textureCubeArray)
0:? 'g_tTexcdi4' (uniform itextureCubeArray)
0:? 'g_tTexcdu4' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:50 1 (const int)
0:50 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:50 1 (const int)
0:50 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:48 0 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Pos' (out 4-component vector of float Position)
Linked vertex stage:
0:48 0 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Pos' (out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
0:48 1 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:48 1 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:38 1 (const int)
0:38 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4' (uniform textureCubeArray)
0:? 'g_tTexcdi4' (uniform itextureCubeArray)
0:? 'g_tTexcdu4' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:38 1 (const int)
0:38 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4' (uniform textureCubeArray)
0:? 'g_tTexcdi4' (uniform itextureCubeArray)
0:? 'g_tTexcdu4' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:42 1 (const int)
0:42 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:51 1 (const int)
0:51 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:51 1 (const int)
0:51 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:48 0 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Pos' (out 4-component vector of float Position)
Linked vertex stage:
0:48 0 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Pos' (out 4-component vector of float Position)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Pos' (out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
0:48 1 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:48 1 (const int)
0:48 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:36 1 (const int)
0:36 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex2df4' (uniform texture2DArray)
0:? 'g_tTex2di4' (uniform itexture2DArray)
0:? 'g_tTex2du4' (uniform utexture2DArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
Linked fragment stage:
0:36 1 (const int)
0:36 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex2df4' (uniform texture2DArray)
0:? 'g_tTex2di4' (uniform itexture2DArray)
0:? 'g_tTex2du4' (uniform utexture2DArray)
-0:? 'Color' (layout(location=0 ) out 4-component vector of float)
-0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
0:19 0 (const int)
0:19 Branch: Return
0:? Linker Objects
-0:? 'TestTexture' (uniform texture2D)
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})
+0:? 'TestTexture' (uniform texture2D)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF})
Linked fragment stage:
0:19 0 (const int)
0:19 Branch: Return
0:? Linker Objects
-0:? 'TestTexture' (uniform texture2D)
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})
+0:? 'TestTexture' (uniform texture2D)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF})
// Module Version 10000
// Generated by (magic number): 80001
Name 28 ""
Decorate 19(Color) Location 0
Decorate 25(TestTexture) DescriptorSet 0
+ MemberDecorate 26($Global) 0 Offset 0
Decorate 26($Global) Block
Decorate 28 DescriptorSet 0
2: TypeVoid
0:42 'input' (layout(location=0 ) in 4-component vector of float)
0:42 Branch: Return
0:? Linker Objects
-0:? 's2' (global structure{temp 4-component vector of float i})
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(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)
0:? 'ff2' (layout(location=5 offset=4 ) in bool)
0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
+0:? 's2' (global structure{temp 4-component vector of float i})
+0:? '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(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
Linked fragment stage:
0:42 'input' (layout(location=0 ) in 4-component vector of float)
0:42 Branch: Return
0:? Linker Objects
-0:? 's2' (global structure{temp 4-component vector of float i})
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(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)
0:? 'ff2' (layout(location=5 offset=4 ) in bool)
0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
+0:? 's2' (global structure{temp 4-component vector of float i})
+0:? '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(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
// Module Version 10000
// Generated by (magic number): 80001
-// Id's are bound by 49
+// Id's are bound by 50
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 38 40 42 45 46 47 48
+ EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 34 36 38 41 42 43 44
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 8 "FS"
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 35 "$Global"
- MemberName 35($Global) 0 "s1"
- MemberName 35($Global) 1 "ff5"
- MemberName 35($Global) 2 "ff6"
- Name 37 ""
- Name 38 "a"
- Name 40 "b"
- Name 42 "c"
- Name 45 "d"
- Name 46 "ff1"
- Name 47 "ff2"
- Name 48 "ff3"
+ Name 34 "a"
+ Name 36 "b"
+ Name 38 "c"
+ Name 41 "d"
+ Name 42 "ff1"
+ Name 43 "ff2"
+ Name 44 "ff3"
+ Name 46 "myS"
+ MemberName 46(myS) 0 "b"
+ MemberName 46(myS) 1 "c"
+ MemberName 46(myS) 2 "a"
+ MemberName 46(myS) 3 "d"
+ Name 47 "$Global"
+ MemberName 47($Global) 0 "s1"
+ MemberName 47($Global) 1 "ff5"
+ MemberName 47($Global) 2 "ff6"
+ Name 49 ""
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 35($Global) Block
- Decorate 37 DescriptorSet 0
- Decorate 38(a) Location 1
- Decorate 40(b) Flat
- Decorate 40(b) Location 2
- Decorate 42(c) NoPerspective
- Decorate 42(c) Centroid
- Decorate 42(c) Location 3
- Decorate 45(d) Centroid
- Decorate 45(d) Location 4
- Decorate 46(ff1) BuiltIn FrontFacing
- Decorate 47(ff2) Offset 4
- Decorate 47(ff2) Location 5
- Decorate 48(ff3) Offset 4
- Decorate 48(ff3) Location 6
- Decorate 48(ff3) Binding 0
+ Decorate 34(a) Location 1
+ Decorate 36(b) Flat
+ Decorate 36(b) Location 2
+ Decorate 38(c) NoPerspective
+ Decorate 38(c) Centroid
+ Decorate 38(c) Location 3
+ Decorate 41(d) Centroid
+ Decorate 41(d) Location 4
+ Decorate 42(ff1) BuiltIn FrontFacing
+ Decorate 43(ff2) Offset 4
+ Decorate 43(ff2) Location 5
+ Decorate 44(ff3) Offset 4
+ Decorate 44(ff3) Location 6
+ Decorate 44(ff3) Binding 0
+ MemberDecorate 46(myS) 0 Offset 0
+ MemberDecorate 46(myS) 1 Offset 4
+ MemberDecorate 46(myS) 2 Offset 16
+ MemberDecorate 46(myS) 3 Offset 32
+ MemberDecorate 47($Global) 0 Offset 0
+ MemberDecorate 47($Global) 1 Offset 1620
+ MemberDecorate 47($Global) 2 Offset 1636
+ Decorate 47($Global) Block
+ Decorate 49 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeBool
29: TypePointer Output 18(fvec4)
30(@entryPointOutput): 29(ptr) Variable Output
31(input): 24(ptr) Variable Input
- 34(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
- 35($Global): TypeStruct 34(myS) 17(float) 17(float)
- 36: TypePointer Uniform 35($Global)
- 37: 36(ptr) Variable Uniform
- 38(a): 24(ptr) Variable Input
- 39: TypePointer Input 6(bool)
- 40(b): 39(ptr) Variable Input
- 41: TypePointer Input 17(float)
- 42(c): 41(ptr) Variable Input
- 43: TypeVector 17(float) 2
- 44: TypePointer Input 43(fvec2)
- 45(d): 44(ptr) Variable Input
- 46(ff1): 39(ptr) Variable Input
- 47(ff2): 39(ptr) Variable Input
- 48(ff3): 39(ptr) Variable Input
+ 34(a): 24(ptr) Variable Input
+ 35: TypePointer Input 6(bool)
+ 36(b): 35(ptr) Variable Input
+ 37: TypePointer Input 17(float)
+ 38(c): 37(ptr) Variable Input
+ 39: TypeVector 17(float) 2
+ 40: TypePointer Input 39(fvec2)
+ 41(d): 40(ptr) Variable Input
+ 42(ff1): 35(ptr) Variable Input
+ 43(ff2): 35(ptr) Variable Input
+ 44(ff3): 35(ptr) Variable Input
+ 45: TypeInt 32 0
+ 46(myS): TypeStruct 45(int) 45(int) 18(fvec4) 18(fvec4)
+ 47($Global): TypeStruct 46(myS) 17(float) 17(float)
+ 48: TypePointer Uniform 47($Global)
+ 49: 48(ptr) Variable Uniform
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
0:72 0 (const int)
0:72 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTex2df4a' (uniform texture2DArray)
0:? 'g_tTex2di4a' (uniform itexture2DArray)
0:? 'g_tTex2du4a' (uniform utexture2DArray)
-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:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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:
0:72 0 (const int)
0:72 Branch: Return
0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTex2df4a' (uniform texture2DArray)
0:? 'g_tTex2di4a' (uniform itexture2DArray)
0:? 'g_tTex2du4a' (uniform utexture2DArray)
-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:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component 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
0:5 Function Parameters:
0:? Linker Objects
0:? 'gl_ClipDistance' (smooth out 8-element array of float ClipDistance)
-0:? 'gl_ClipDistance' (smooth out 8-element array of float ClipDistance)
0:? 'gl_VertexID' (gl_VertexId int VertexId)
0:5 Function Parameters:
0:? Linker Objects
0:? 'gl_ClipDistance' (smooth out 8-element array of float ClipDistance)
-0:? 'gl_ClipDistance' (smooth out 8-element array of float ClipDistance)
0:? 'gl_VertexID' (gl_VertexId int VertexId)
0:? 'anon@1' (in block{in 4-component vector of float LightPos, in 3-component vector of float LightColor})
0:? 'Materiala' (in block{in 4-component vector of float Color, in 2-component vector of float TexCoord})
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
-0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
0:? 'factor' (layout(location=3 index=1 ) out 4-component vector of float)
0:? 'colors' (layout(location=2 ) out 3-element array of 4-component vector of float)
0:? 'gl_FragDepth' (gl_FragDepth float FragDepth)
-0:? 'gl_FragDepth' (gl_FragDepth float FragDepth)
-0:? 'anon@2' (in block{in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
0:? 'anon@2' (in block{in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
0:? 'anon@1' (in block{in 4-component vector of float LightPos, in 3-component vector of float LightColor})
0:? 'Materiala' (in block{in 4-component vector of float Color, in 2-component vector of float TexCoord})
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
-0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float FragCoord)
0:? 'factor' (layout(location=3 index=1 ) out 4-component vector of float)
0:? 'colors' (layout(location=2 ) out 3-element array of 4-component vector of float)
0:? 'gl_FragDepth' (gl_FragDepth float FragDepth)
-0:? 'gl_FragDepth' (gl_FragDepth float FragDepth)
-0:? 'anon@2' (in block{in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
0:? 'anon@2' (in block{in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
0:? 'c2' (layout(binding=3 ) uniform atomic_uint)
0:? 'd2' (layout(binding=2 ) uniform atomic_uint)
0:? 'anon@5' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, flat out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, ...})
-0:? 'anon@5' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, flat out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, ...})
0:? 'ColorInv' (smooth out 3-component vector of float)
0:? 'Color4' (invariant centroid smooth out 3-component vector of float)
0:? 'position' (noContraction smooth out 4-component vector of float)
-0:? 'Color5' (smooth out 3-component vector of float)
+0:? 'Color5' (noContraction smooth out 3-component vector of float)
0:? 'a' (in 4-component vector of float)
0:? 'b' (in 4-component vector of float)
0:? 'c' (in 4-component vector of float)
0:? 'c2' (layout(binding=3 ) uniform atomic_uint)
0:? 'd2' (layout(binding=2 ) uniform atomic_uint)
0:? 'anon@5' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, flat out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
-0:? 'anon@5' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, flat out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:? 'ColorInv' (smooth out 3-component vector of float)
0:? 'Color4' (invariant centroid smooth out 3-component vector of float)
0:? 'position' (noContraction smooth out 4-component vector of float)
-0:? 'Color5' (smooth out 3-component vector of float)
+0:? 'Color5' (noContraction smooth out 3-component vector of float)
0:? 'a' (in 4-component vector of float)
0:? 'b' (in 4-component vector of float)
0:? 'c' (in 4-component vector of float)
--- /dev/null
+spv.noWorkgroup.comp
+Warning, version 450 is not yet complete; most version-specific features are present, but some are missing.
+
+
+Linked compute stage:
+
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 12
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint GLCompute 4 "main"
+ ExecutionMode 4 LocalSize 1 1 1
+ Source GLSL 450
+ Name 4 "main"
+ Decorate 7 SpecId 18
+ Decorate 8 SpecId 10
+ Decorate 9 SpecId 19
+ Decorate 11 BuiltIn WorkgroupSize
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeInt 32 0
+ 7: 6(int) SpecConstant 1
+ 8: 6(int) SpecConstant 1
+ 9: 6(int) SpecConstant 1
+ 10: TypeVector 6(int) 3
+ 11: 10(ivec3) SpecConstantComposite 7 8 9
+ 4(main): 2 Function None 3
+ 5: Label
+ Return
+ FunctionEnd
0:? 'color' (smooth in 4-component vector of float)
0:? 'alpha' (smooth in float)
0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord)
-0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord)
0:? 'foo' (smooth in 3-element array of 4-component vector of float)
0:? 'color' (smooth in 4-component vector of float)
0:? 'alpha' (smooth in float)
0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord)
-0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord)
0:? 'foo' (smooth in 3-element array of 4-component vector of float)
0:? 'color' (smooth in 4-component vector of float)
0:? 'alpha' (smooth in float)
0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord)
-0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord)
0:? 'userIn' (smooth in 2-element array of 4-component vector of float)
0:? 'a' (uniform int)
0:? 'b' (uniform int)
0:? 'color' (smooth in 4-component vector of float)
0:? 'alpha' (smooth in float)
0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord)
-0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float TexCoord)
0:? 'userIn' (smooth in 2-element array of 4-component vector of float)
0:? 'a' (uniform int)
0:? 'b' (uniform int)
--- /dev/null
+#version 450\r
+\r
+layout(local_size_x_id = 18, local_size_y_id=10,local_size_z_id = 19) in;\r
+\r
+void main()\r
+{\r
+}\r
error(loc, "can't read from writeonly object: ", op, symNode->getName().c_str());
}
+// Add a linkage symbol node for 'symbol', which
+// must have its type fully edited, as this will snapshot the type.
+// It is okay if symbol becomes invalid before finish().
+void TParseContextBase::trackLinkage(TSymbol& symbol)
+{
+ if (!parsingBuiltins)
+ intermediate.addSymbolLinkageNode(linkage, symbol);
+}
+
+// Add 'symbol' to the list of deferred linkage symbols, which
+// are later processed in finish(), at which point the symbol
+// must still be valid.
+// It is okay if the symbol's type will be subsequently edited.
+void TParseContextBase::trackLinkageDeferred(TSymbol& symbol)
+{
+ if (!parsingBuiltins)
+ linkageSymbols.push_back(&symbol);
+}
+
// Make a shared symbol have a non-shared version that can be edited by the current
// compile, such that editing its type will not change the shared version and will
-// effect all nodes sharing it.
+// effect all nodes already sharing it (non-shallow type),
+// or adopting its full type after being edited (shallow type).
void TParseContextBase::makeEditable(TSymbol*& symbol)
{
// copyUp() does a deep copy of the type.
symbol = symbolTable.copyUp(symbol);
- // Save it in the AST for linker use.
- intermediate.addSymbolLinkageNode(linkage, *symbol);
+ // Save it (deferred, so it can be edited first) in the AST for linker use.
+ if (symbol)
+ trackLinkageDeferred(*symbol);
}
// Return a writable version of the variable 'name'.
{
bool builtIn;
TSymbol* symbol = symbolTable.find(name, &builtIn);
-
+
assert(symbol != nullptr);
if (symbol == nullptr)
return nullptr;
// This is the first request; we need a normal symbol table insert
inserted = symbolTable.insert(*globalUniformBlock);
if (inserted)
- intermediate.addSymbolLinkageNode(linkage, *globalUniformBlock);
+ trackLinkageDeferred(*globalUniformBlock);
} else if (firstNewMember <= numMembers) {
// This is a follow-on request; we need to amend the first insert
inserted = symbolTable.amend(*globalUniformBlock, firstNewMember);
return inserted;
}
+void TParseContextBase::finish()
+{
+ if (!parsingBuiltins) {
+ // Transfer te linkage symbols to AST nodes
+ for (auto i = linkageSymbols.begin(); i != linkageSymbols.end(); ++i)
+ intermediate.addSymbolLinkageNode(linkage, **i);
+ intermediate.addSymbolLinkageNodes(linkage, getLanguage(), symbolTable);
+ }
+}
+
} // end namespace glslang
TParseContext::TParseContext(TSymbolTable& symbolTable, TIntermediate& interm, bool parsingBuiltins,
int version, EProfile profile, const SpvVersion& spvVersion, EShLanguage language,
TInfoSink& infoSink, bool forwardCompatible, EShMessages messages) :
- TParseContextBase(symbolTable, interm, version, profile, spvVersion, language, infoSink, forwardCompatible, messages),
+ TParseContextBase(symbolTable, interm, parsingBuiltins, version, profile, spvVersion, language, infoSink, forwardCompatible, messages),
contextPragma(true, false), loopNestingLevel(0), structNestingLevel(0), controlFlowNestingLevel(0), statementNestingLevel(0),
inMain(false), postMainReturn(false), currentFunctionType(nullptr), blockName(nullptr),
- limits(resources.limits), parsingBuiltins(parsingBuiltins),
+ limits(resources.limits),
atomicUintOffsets(nullptr), anyIndexLimits(false)
{
- // ensure we always have a linkage node, even if empty, to simplify tree topology algorithms
- linkage = new TIntermAggregate;
-
// decide whether precision qualifiers should be ignored or respected
if (profile == EEsProfile || spvVersion.vulkan > 0) {
precisionManager.respectPrecisionQualifiers();
currentScanner = &input;
ppContext.setInput(input, versionWillBeError);
yyparse(this);
- if (! parsingBuiltins)
- finalErrorCheck();
+
+ finish();
return numErrors == 0;
}
// Do all the semantic checking for declaring or redeclaring an array, with and
// without a size, and make the right changes to the symbol table.
//
-void TParseContext::declareArray(const TSourceLoc& loc, TString& identifier, const TType& type, TSymbol*& symbol, bool& newDeclaration)
+void TParseContext::declareArray(const TSourceLoc& loc, TString& identifier, const TType& type, TSymbol*& symbol)
{
if (symbol == nullptr) {
bool currentScope;
//
symbol = new TVariable(&identifier, type);
symbolTable.insert(*symbol);
- newDeclaration = true;
+ if (symbolTable.atGlobalLevel())
+ trackLinkageDeferred(*symbol);
if (! symbolTable.atBuiltInLevel()) {
if (isIoResizeArray(type)) {
//
// Returns a redeclared and type-modified variable if a redeclarated occurred.
//
-TSymbol* TParseContext::redeclareBuiltinVariable(const TSourceLoc& loc, const TString& identifier, const TQualifier& qualifier, const TShaderQualifiers& publicType, bool& newDeclaration)
+TSymbol* TParseContext::redeclareBuiltinVariable(const TSourceLoc& loc, const TString& identifier,
+ const TQualifier& qualifier, const TShaderQualifiers& publicType)
{
if (! builtInName(identifier) || symbolTable.atBuiltInLevel() || ! symbolTable.atGlobalLevel())
return nullptr;
// If it wasn't at a built-in level, then it's already been redeclared;
// that is, this is a redeclaration of a redeclaration; reuse that initial
// redeclaration. Otherwise, make the new one.
- if (builtIn) {
- // Copy the symbol up to make a writable version
+ if (builtIn)
makeEditable(symbol);
- newDeclaration = true;
- }
// Now, modify the type of the copy, as per the type of the current redeclaration.
fixIoArraySize(loc, block->getWritableType());
// Save it in the AST for linker use.
- intermediate.addSymbolLinkageNode(linkage, *block);
+ trackLinkageDeferred(*block);
}
void TParseContext::paramCheckFix(const TSourceLoc& loc, const TStorageQualifier& qualifier, TType& type)
//
// Do any additional error checking, etc., once we know the parsing is done.
//
-void TParseContext::finalErrorCheck()
+void TParseContext::finish()
{
+ TParseContextBase::finish();
+
+ if (parsingBuiltins)
+ return;
+
// Check on array indexes for ES 2.0 (version 100) limitations.
for (size_t i = 0; i < needsIndexLimitationChecking.size(); ++i)
constantIndexExpressionCheck(needsIndexLimitationChecking[i]);
error(loc, "can only apply depth layout to gl_FragDepth", "layout qualifier", "");
// Check for redeclaration of built-ins and/or attempting to declare a reserved name
- bool newDeclaration = false; // true if a new entry gets added to the symbol table
- TSymbol* symbol = redeclareBuiltinVariable(loc, identifier, type.getQualifier(), publicType.shaderQualifiers, newDeclaration);
+ TSymbol* symbol = redeclareBuiltinVariable(loc, identifier, type.getQualifier(), publicType.shaderQualifiers);
if (symbol == nullptr)
reservedErrorCheck(loc, identifier);
arrayUnsizedCheck(loc, type.getQualifier(), &type.getArraySizes(), initializer != nullptr, false);
if (! arrayQualifierError(loc, type.getQualifier()) && ! arrayError(loc, type))
- declareArray(loc, identifier, type, symbol, newDeclaration);
+ declareArray(loc, identifier, type, symbol);
if (initializer) {
profileRequires(loc, ENoProfile, 120, E_GL_3DL_array_objects, "initializer");
} else {
// non-array case
if (symbol == nullptr)
- symbol = declareNonArray(loc, identifier, type, newDeclaration);
+ symbol = declareNonArray(loc, identifier, type);
else if (type != symbol->getType())
error(loc, "cannot change the type of", "redeclaration", symbol->getName().c_str());
}
layoutObjectCheck(loc, *symbol);
fixOffset(loc, *symbol);
- // see if it's a linker-level object to track
- if (newDeclaration && symbolTable.atGlobalLevel())
- intermediate.addSymbolLinkageNode(linkage, *symbol);
-
return initNode;
}
//
// Return the successfully declared variable.
//
-TVariable* TParseContext::declareNonArray(const TSourceLoc& loc, TString& identifier, TType& type, bool& newDeclaration)
+TVariable* TParseContext::declareNonArray(const TSourceLoc& loc, TString& identifier, TType& type)
{
// make a new variable
TVariable* variable = new TVariable(&identifier, type);
ioArrayCheck(loc, type, identifier);
+
// add variable to symbol table
- if (! symbolTable.insert(*variable)) {
- error(loc, "redefinition", variable->getName().c_str(), "");
- return nullptr;
- } else {
- newDeclaration = true;
+ if (symbolTable.insert(*variable)) {
+ if (symbolTable.atGlobalLevel())
+ trackLinkageDeferred(*variable);
return variable;
}
+
+ error(loc, "redefinition", variable->getName().c_str(), "");
+ return nullptr;
}
//
fixIoArraySize(loc, variable.getWritableType());
// Save it in the AST for linker use.
- intermediate.addSymbolLinkageNode(linkage, variable);
+ trackLinkageDeferred(variable);
}
// Do all block-declaration checking regarding the combination of in/out/uniform/buffer
//
class TParseContextBase : public TParseVersions {
public:
- TParseContextBase(TSymbolTable& symbolTable, TIntermediate& interm, int version,
+ TParseContextBase(TSymbolTable& symbolTable, TIntermediate& interm, bool parsingBuiltins, int version,
EProfile profile, const SpvVersion& spvVersion, EShLanguage language,
TInfoSink& infoSink, bool forwardCompatible, EShMessages messages)
: TParseVersions(interm, version, profile, spvVersion, language, infoSink, forwardCompatible, messages),
symbolTable(symbolTable),
- linkage(nullptr), scanContext(nullptr), ppContext(nullptr),
- globalUniformBlock(nullptr) { }
+ parsingBuiltins(parsingBuiltins), scanContext(nullptr), ppContext(nullptr),
+ globalUniformBlock(nullptr)
+ {
+ linkage = new TIntermAggregate;
+ }
virtual ~TParseContextBase() { }
virtual void C_DECL error(const TSourceLoc&, const char* szReason, const char* szToken,
virtual void setLimits(const TBuiltInResource&) = 0;
EShLanguage getLanguage() const { return language; }
- TIntermAggregate*& getLinkage() { return linkage; }
void setScanContext(TScanContext* c) { scanContext = c; }
TScanContext* getScanContext() const { return scanContext; }
void setPpContext(TPpContext* c) { ppContext = c; }
TParseContextBase(TParseContextBase&);
TParseContextBase& operator=(TParseContextBase&);
- TIntermAggregate* linkage; // aggregate node of objects the linker may need, if not referenced by the rest of the AST
+ const bool parsingBuiltins; // true if parsing built-in symbols/functions
+ TVector<TSymbol*> linkageSymbols; // these need to be transferred to 'linkage', after all editing is done
TScanContext* scanContext;
TPpContext* ppContext;
virtual void outputMessage(const TSourceLoc&, const char* szReason, const char* szToken,
const char* szExtraInfoFormat, TPrefixType prefix,
va_list args);
+ virtual void trackLinkage(TSymbol& symbol);
+ virtual void trackLinkageDeferred(TSymbol& symbol);
virtual void makeEditable(TSymbol*&);
virtual TVariable* getEditableVariable(const char* name);
+ virtual void finish();
+
+private:
+ TIntermAggregate* linkage;
};
//
void precisionQualifierCheck(const TSourceLoc&, TBasicType, TQualifier&);
void parameterTypeCheck(const TSourceLoc&, TStorageQualifier qualifier, const TType& type);
bool containsFieldWithBasicType(const TType& type ,TBasicType basicType);
- TSymbol* redeclareBuiltinVariable(const TSourceLoc&, const TString&, const TQualifier&, const TShaderQualifiers&, bool& newDeclaration);
+ TSymbol* redeclareBuiltinVariable(const TSourceLoc&, const TString&, const TQualifier&, const TShaderQualifiers&);
void redeclareBuiltinBlock(const TSourceLoc&, TTypeList& typeList, const TString& blockName, const TString* instanceName, TArraySizes* arraySizes);
void paramCheckFix(const TSourceLoc&, const TStorageQualifier&, TType& type);
void paramCheckFix(const TSourceLoc&, const TQualifier&, TType& type);
void nonInitConstCheck(const TSourceLoc&, TString& identifier, TType& type);
void inheritGlobalDefaults(TQualifier& dst) const;
TVariable* makeInternalVariable(const char* name, const TType&) const;
- TVariable* declareNonArray(const TSourceLoc&, TString& identifier, TType&, bool& newDeclaration);
- void declareArray(const TSourceLoc&, TString& identifier, const TType&, TSymbol*&, bool& newDeclaration);
+ TVariable* declareNonArray(const TSourceLoc&, TString& identifier, TType&);
+ void declareArray(const TSourceLoc&, TString& identifier, const TType&, TSymbol*&);
TIntermNode* executeInitializer(const TSourceLoc&, TIntermTyped* initializer, TVariable* variable);
TIntermTyped* convertInitializerList(const TSourceLoc&, const TType&, TIntermTyped* initializer);
- void finalErrorCheck();
+ void finish() override;
public:
//
TParseContext(TParseContext&);
TParseContext& operator=(TParseContext&);
- const bool parsingBuiltins; // true if parsing built-in symbols/functions
static const int maxSamplerIndex = EsdNumDims * (EbtNumTypes * (2 * 2 * 2 * 2 * 2)); // see computeSamplerTypeIndex()
TPrecisionQualifier defaultSamplerPrecision[maxSamplerIndex];
TPrecisionManager precisionManager;
// Parse the full shader.
if (! parseContext.parseShaderStrings(ppContext, fullInput, versionWillBeError))
success = false;
- intermediate.addSymbolLinkageNodes(parseContext.getLinkage(), parseContext.getLanguage(), symbolTable);
if (success && intermediate.getTreeRoot()) {
if (optLevel == EShOptNoGeneration)
// Linkage related
void addSymbolLinkageNodes(TIntermAggregate*& linkage, EShLanguage, TSymbolTable&);
- void addSymbolLinkageNode(TIntermAggregate*& linkage, TSymbolTable&, const TString&);
void addSymbolLinkageNode(TIntermAggregate*& linkage, const TSymbol&);
bool setInvocations(int i)
bool promote(TIntermOperator*);
bool promoteUnary(TIntermUnary&);
bool promoteBinary(TIntermBinary&);
+ void addSymbolLinkageNode(TIntermAggregate*& linkage, TSymbolTable&, const TString&);
const EShLanguage language; // stage, known at construction time
EShSource source; // source language, known a bit later
"spv.offsets.frag",
"spv.Operations.frag",
"spv.intOps.vert",
+ "spv.noWorkgroup.comp",
"spv.precision.frag",
"spv.prepost.frag",
"spv.qualifiers.vert",
namespace glslang {
-HlslParseContext::HlslParseContext(TSymbolTable& symbolTable, TIntermediate& interm, bool /*parsingBuiltins*/,
+HlslParseContext::HlslParseContext(TSymbolTable& symbolTable, TIntermediate& interm, bool parsingBuiltins,
int version, EProfile profile, const SpvVersion& spvVersion, EShLanguage language, TInfoSink& infoSink,
bool forwardCompatible, EShMessages messages) :
- TParseContextBase(symbolTable, interm, version, profile, spvVersion, language, infoSink, forwardCompatible, messages),
+ TParseContextBase(symbolTable, interm, parsingBuiltins, version, profile, spvVersion, language, infoSink, forwardCompatible, messages),
contextPragma(true, false),
loopNestingLevel(0), annotationNestingLevel(0), structNestingLevel(0), controlFlowNestingLevel(0),
postMainReturn(false),
entryPointOutput(nullptr),
nextInLocation(0), nextOutLocation(0)
{
- // ensure we always have a linkage node, even if empty, to simplify tree topology algorithms
- linkage = new TIntermAggregate;
-
globalUniformDefaults.clear();
globalUniformDefaults.layoutMatrix = ElmRowMajor;
globalUniformDefaults.layoutPacking = ElpStd140;
return false;
}
+ finish();
+
return numErrors == 0;
}
++binding;
memberVariables.push_back(memberVariable);
- intermediate.addSymbolLinkageNode(linkage, *memberVariable);
+ trackLinkageDeferred(*memberVariable);
}
-
+
flattenMap[variable.getUniqueId()] = memberVariables;
}
nextOutLocation += intermediate.computeTypeLocationSize(variable.getType());
}
}
- intermediate.addSymbolLinkageNode(linkage, variable);
+ trackLinkage(variable);
}
};
// Do all the semantic checking for declaring or redeclaring an array, with and
// without a size, and make the right changes to the symbol table.
//
-void HlslParseContext::declareArray(const TSourceLoc& loc, TString& identifier, const TType& type, TSymbol*& symbol, bool& newDeclaration)
+void HlslParseContext::declareArray(const TSourceLoc& loc, TString& identifier, const TType& type, TSymbol*& symbol, bool track)
{
if (! symbol) {
bool currentScope;
//
symbol = new TVariable(&identifier, type);
symbolTable.insert(*symbol);
- newDeclaration = true;
+ if (track && symbolTable.atGlobalLevel())
+ trackLinkageDeferred(*symbol);
return;
}
// redeclareBuiltinVariable() should have already done the copyUp()
TType& existingType = symbol->getWritableType();
-
if (existingType.isExplicitlySizedArray()) {
// be more lenient for input arrays to geometry shaders and tessellation control outputs, where the redeclaration is the same size
return;
//
TSymbol* HlslParseContext::redeclareBuiltinVariable(const TSourceLoc& /*loc*/, const TString& identifier,
const TQualifier& /*qualifier*/,
- const TShaderQualifiers& /*publicType*/, bool& /*newDeclaration*/)
+ const TShaderQualifiers& /*publicType*/)
{
if (! builtInName(identifier) || symbolTable.atBuiltInLevel() || ! symbolTable.atGlobalLevel())
return nullptr;
symbolTable.insert(*block);
// Save it in the AST for linker use.
- intermediate.addSymbolLinkageNode(linkage, *block);
+ trackLinkageDeferred(*block);
}
void HlslParseContext::paramFix(TType& type)
return nullptr;
// Check for redeclaration of built-ins and/or attempting to declare a reserved name
- bool newDeclaration = false; // true if a new entry gets added to the symbol table
- TSymbol* symbol = nullptr; // = redeclareBuiltinVariable(loc, identifier, type.getQualifier(), parseType.shaderQualifiers, newDeclaration);
+ TSymbol* symbol = nullptr;
inheritGlobalDefaults(type.getQualifier());
// Declare the variable
if (type.isArray()) {
// array case
- declareArray(loc, identifier, type, symbol, newDeclaration);
flattenVar = shouldFlatten(type);
+ declareArray(loc, identifier, type, symbol, !flattenVar);
if (flattenVar)
flatten(loc, *symbol->getAsVariable());
} else {
// non-array case
if (! symbol)
- symbol = declareNonArray(loc, identifier, type, newDeclaration);
+ symbol = declareNonArray(loc, identifier, type);
else if (type != symbol->getType())
error(loc, "cannot change the type of", "redeclaration", symbol->getName().c_str());
}
initNode = executeInitializer(loc, initializer, variable);
}
- // see if it's a linker-level object to track. if it's flattened above,
- // that process added linkage objects for the flattened symbols, we don't
- // add the aggregate here.
- if (!flattenVar)
- if (newDeclaration && symbolTable.atGlobalLevel())
- intermediate.addSymbolLinkageNode(linkage, *symbol);
-
return initNode;
}
//
// Return the successfully declared variable.
//
-TVariable* HlslParseContext::declareNonArray(const TSourceLoc& loc, TString& identifier, TType& type, bool& newDeclaration)
+TVariable* HlslParseContext::declareNonArray(const TSourceLoc& loc, TString& identifier, TType& type)
{
// make a new variable
TVariable* variable = new TVariable(&identifier, type);
// add variable to symbol table
- if (! symbolTable.insert(*variable)) {
- error(loc, "redefinition", variable->getName().c_str(), "");
- return nullptr;
- } else {
- newDeclaration = true;
+ if (symbolTable.insert(*variable)) {
+ if (symbolTable.atGlobalLevel())
+ trackLinkageDeferred(*variable);
return variable;
}
+
+ error(loc, "redefinition", variable->getName().c_str(), "");
+ return nullptr;
}
//
}
// Save it in the AST for linker use.
- intermediate.addSymbolLinkageNode(linkage, variable);
+ trackLinkageDeferred(variable);
}
void HlslParseContext::finalizeGlobalUniformBlockLayout(TVariable& block)
bool structQualifierErrorCheck(const TSourceLoc&, const TPublicType& pType);
void mergeQualifiers(TQualifier& dst, const TQualifier& src);
int computeSamplerTypeIndex(TSampler&);
- TSymbol* redeclareBuiltinVariable(const TSourceLoc&, const TString&, const TQualifier&, const TShaderQualifiers&, bool& newDeclaration);
+ TSymbol* redeclareBuiltinVariable(const TSourceLoc&, const TString&, const TQualifier&, const TShaderQualifiers&);
void redeclareBuiltinBlock(const TSourceLoc&, TTypeList& typeList, const TString& blockName, const TString* instanceName, TArraySizes* arraySizes);
void paramFix(TType& type);
void specializationCheck(const TSourceLoc&, const TType&, const char* op);
protected:
void inheritGlobalDefaults(TQualifier& dst) const;
TVariable* makeInternalVariable(const char* name, const TType&) const;
- TVariable* declareNonArray(const TSourceLoc&, TString& identifier, TType&, bool& newDeclaration);
- void declareArray(const TSourceLoc&, TString& identifier, const TType&, TSymbol*&, bool& newDeclaration);
+ TVariable* declareNonArray(const TSourceLoc&, TString& identifier, TType&);
+ void declareArray(const TSourceLoc&, TString& identifier, const TType&, TSymbol*&, bool track);
TIntermNode* executeInitializer(const TSourceLoc&, TIntermTyped* initializer, TVariable* variable);
TIntermTyped* convertInitializerList(const TSourceLoc&, const TType&, TIntermTyped* initializer);
TOperator mapAtomicOp(const TSourceLoc& loc, TOperator op, bool isImage);