Updated glslang.

This commit is contained in:
Branimir Karadžić
2017-03-24 20:03:12 -07:00
parent db3939ca16
commit d829148ef8
85 changed files with 6925 additions and 5465 deletions

View File

@@ -129,6 +129,7 @@ protected:
void convertSwizzle(const glslang::TIntermAggregate&, std::vector<unsigned>& swizzle);
spv::Id convertGlslangToSpvType(const glslang::TType& type);
spv::Id convertGlslangToSpvType(const glslang::TType& type, glslang::TLayoutPacking, const glslang::TQualifier&);
bool filterMember(const glslang::TType& member);
spv::Id convertGlslangStructToSpvType(const glslang::TType&, const glslang::TTypeList* glslangStruct,
glslang::TLayoutPacking, const glslang::TQualifier&);
void decorateStructType(const glslang::TType&, const glslang::TTypeList* glslangStruct, glslang::TLayoutPacking,
@@ -2263,6 +2264,24 @@ spv::Id TGlslangToSpvTraverser::convertGlslangToSpvType(const glslang::TType& ty
return spvType;
}
// TODO: this functionality should exist at a higher level, in creating the AST
//
// Identify interface members that don't have their required extension turned on.
//
bool TGlslangToSpvTraverser::filterMember(const glslang::TType& member)
{
auto& extensions = glslangIntermediate->getRequestedExtensions();
if (member.getFieldName() == "gl_SecondaryPositionNV" &&
extensions.find("GL_NV_stereo_view_rendering") == extensions.end())
return true;
if (member.getFieldName() == "gl_PositionPerViewNV" &&
extensions.find("GL_NVX_multiview_per_view_attributes") == extensions.end())
return true;
return false;
};
// Do full recursive conversion of a glslang structure (or block) type to a SPIR-V Id.
// explicitLayout can be kept the same throughout the hierarchical recursive walk.
// Mutually recursive with convertGlslangToSpvType().
@@ -2282,8 +2301,11 @@ spv::Id TGlslangToSpvTraverser::convertGlslangStructToSpvType(const glslang::TTy
if (type.getBasicType() == glslang::EbtBlock)
memberRemapper[glslangMembers][i] = -1;
} else {
if (type.getBasicType() == glslang::EbtBlock)
if (type.getBasicType() == glslang::EbtBlock) {
memberRemapper[glslangMembers][i] = i - memberDelta;
if (filterMember(glslangMember))
continue;
}
// modify just this child's view of the qualifier
glslang::TQualifier memberQualifier = glslangMember.getQualifier();
InheritQualifiers(memberQualifier, qualifier);
@@ -2322,8 +2344,11 @@ void TGlslangToSpvTraverser::decorateStructType(const glslang::TType& type,
for (int i = 0; i < (int)glslangMembers->size(); i++) {
glslang::TType& glslangMember = *(*glslangMembers)[i].type;
int member = i;
if (type.getBasicType() == glslang::EbtBlock)
if (type.getBasicType() == glslang::EbtBlock) {
member = memberRemapper[glslangMembers][i];
if (filterMember(glslangMember))
continue;
}
// modify just this child's view of the qualifier
glslang::TQualifier memberQualifier = glslangMember.getQualifier();
@@ -2743,11 +2768,16 @@ void TGlslangToSpvTraverser::makeFunctions(const glslang::TIntermSequence& glslF
std::vector<spv::Decoration> paramPrecisions;
glslang::TIntermSequence& parameters = glslFunction->getSequence()[0]->getAsAggregate()->getSequence();
bool implicitThis = (int)parameters.size() > 0 && parameters[0]->getAsSymbolNode()->getName() == glslangIntermediate->implicitThisName;
for (int p = 0; p < (int)parameters.size(); ++p) {
const glslang::TType& paramType = parameters[p]->getAsTyped()->getType();
spv::Id typeId = convertGlslangToSpvType(paramType);
if (paramType.containsOpaque() ||
(paramType.getBasicType() == glslang::EbtBlock && paramType.getQualifier().storage == glslang::EvqBuffer))
// can we pass by reference?
if (paramType.containsOpaque() || // sampler, etc.
(paramType.getBasicType() == glslang::EbtBlock &&
paramType.getQualifier().storage == glslang::EvqBuffer) || // SSBO
p == 0 && implicitThis) // implicit 'this'
typeId = builder.makePointer(TranslateStorageClass(paramType), typeId);
else if (paramType.getQualifier().storage != glslang::EvqConstReadOnly)
typeId = builder.makePointer(spv::StorageClassFunction, typeId);
@@ -2761,6 +2791,8 @@ void TGlslangToSpvTraverser::makeFunctions(const glslang::TIntermSequence& glslF
spv::Function *function = builder.makeFunctionEntry(TranslatePrecisionDecoration(glslFunction->getType()),
convertGlslangToSpvType(glslFunction->getType()),
glslFunction->getName().c_str(), paramTypes, paramPrecisions, &functionBlock);
if (implicitThis)
function->setImplicitThis();
// Track function to emit/call later
functionMap[glslFunction->getName().c_str()] = function;
@@ -3232,7 +3264,8 @@ spv::Id TGlslangToSpvTraverser::handleUserFunctionCall(const glslang::TIntermAgg
const glslang::TType& paramType = glslangArgs[a]->getAsTyped()->getType();
spv::Id arg;
if (paramType.containsOpaque() ||
(paramType.getBasicType() == glslang::EbtBlock && qualifiers[a] == glslang::EvqBuffer)) {
(paramType.getBasicType() == glslang::EbtBlock && qualifiers[a] == glslang::EvqBuffer) ||
(a == 0 && function->hasImplicitThis())) {
builder.setAccessChain(lValues[lValueCount]);
arg = builder.accessChainGetLValue();
++lValueCount;

View File

@@ -273,6 +273,10 @@ public:
const std::vector<Block*>& getBlocks() const { return blocks; }
void addLocalVariable(std::unique_ptr<Instruction> inst);
Id getReturnType() const { return functionInstruction.getTypeId(); }
void setImplicitThis() { implicitThis = true; }
bool hasImplicitThis() const { return implicitThis; }
void dump(std::vector<unsigned int>& out) const
{
// OpFunction
@@ -296,6 +300,7 @@ protected:
Instruction functionInstruction;
std::vector<Instruction*> parameterInstructions;
std::vector<Block*> blocks;
bool implicitThis; // true if this is a member function expecting to be passed a 'this' as the first argument
};
//
@@ -354,7 +359,7 @@ protected:
// - the OpFunction instruction
// - all the OpFunctionParameter instructions
__inline Function::Function(Id id, Id resultType, Id functionType, Id firstParamId, Module& parent)
: parent(parent), functionInstruction(id, resultType, OpFunction)
: parent(parent), functionInstruction(id, resultType, OpFunction), implicitThis(false)
{
// OpFunction
functionInstruction.addImmediateOperand(FunctionControlMaskNone);

View File

@@ -2,16 +2,28 @@ hlsl.amend.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Sequence
0:3 move second child to first child ( temp 4-component vector of float)
0:3 'm' ( global 4-component vector of float)
0:3 vector-scale ( temp 4-component vector of float)
0:3 a: direct index for structure ( uniform 4-component vector of float)
0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:3 Constant:
0:3 0 (const uint)
0:3 b: direct index for structure ( uniform float)
0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:3 Constant:
0:3 1 (const uint)
0:5 Function Definition: @f1( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:6 vector-scale ( temp 4-component vector of float)
0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:6 '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})
0:6 a: direct index for structure ( uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:6 Constant:
0:6 0 (const uint)
0:6 b: direct index for structure (layout( offset=16) uniform float)
0:6 '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})
0:6 b: direct index for structure ( uniform float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:6 Constant:
0:6 1 (const uint)
0:5 Function Definition: f1( ( temp void)
@@ -24,19 +36,19 @@ gl_FragCoord origin is upper left
0:13 add ( temp float)
0:13 add ( temp float)
0:13 direct index ( temp float)
0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:13 '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})
0:13 a: direct index for structure ( uniform 4-component vector of float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 0 (const int)
0:13 b: direct index for structure (layout( offset=16) uniform float)
0:13 '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})
0:13 b: direct index for structure ( uniform float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:13 Constant:
0:13 1 (const uint)
0:13 direct index ( temp float)
0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
0:13 '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})
0:13 c: direct index for structure ( uniform 3-component vector of float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:13 Constant:
0:13 2 (const uint)
0:13 Constant:
@@ -44,8 +56,8 @@ gl_FragCoord origin is upper left
0:17 Function Definition: f3( ( temp void)
0:17 Function Parameters:
0:? Sequence
0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
0:18 '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})
0:18 c: direct index for structure ( uniform 3-component vector of float)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:18 Constant:
0:18 2 (const uint)
0:24 Function Definition: f4( ( temp void)
@@ -53,16 +65,17 @@ gl_FragCoord origin is upper left
0:? Sequence
0:25 vector-scale ( temp 4-component vector of float)
0:25 Convert int to float ( temp float)
0:25 d: direct index for structure (layout( offset=44) uniform int)
0:25 '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})
0:25 d: direct index for structure ( uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:25 Constant:
0:25 3 (const uint)
0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:25 '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})
0:25 a: direct index for structure ( uniform 4-component vector of float)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:25 Constant:
0:25 0 (const uint)
0:? Linker Objects
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})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:? 'm' ( global 4-component vector of float)
Linked fragment stage:
@@ -71,16 +84,28 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Sequence
0:3 move second child to first child ( temp 4-component vector of float)
0:3 'm' ( global 4-component vector of float)
0:3 vector-scale ( temp 4-component vector of float)
0:3 a: direct index for structure ( uniform 4-component vector of float)
0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:3 Constant:
0:3 0 (const uint)
0:3 b: direct index for structure ( uniform float)
0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:3 Constant:
0:3 1 (const uint)
0:5 Function Definition: @f1( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:6 vector-scale ( temp 4-component vector of float)
0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:6 '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})
0:6 a: direct index for structure ( uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:6 Constant:
0:6 0 (const uint)
0:6 b: direct index for structure (layout( offset=16) uniform float)
0:6 '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})
0:6 b: direct index for structure ( uniform float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:6 Constant:
0:6 1 (const uint)
0:5 Function Definition: f1( ( temp void)
@@ -93,19 +118,19 @@ gl_FragCoord origin is upper left
0:13 add ( temp float)
0:13 add ( temp float)
0:13 direct index ( temp float)
0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:13 '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})
0:13 a: direct index for structure ( uniform 4-component vector of float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 0 (const int)
0:13 b: direct index for structure (layout( offset=16) uniform float)
0:13 '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})
0:13 b: direct index for structure ( uniform float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:13 Constant:
0:13 1 (const uint)
0:13 direct index ( temp float)
0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
0:13 '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})
0:13 c: direct index for structure ( uniform 3-component vector of float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:13 Constant:
0:13 2 (const uint)
0:13 Constant:
@@ -113,8 +138,8 @@ gl_FragCoord origin is upper left
0:17 Function Definition: f3( ( temp void)
0:17 Function Parameters:
0:? Sequence
0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float)
0:18 '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})
0:18 c: direct index for structure ( uniform 3-component vector of float)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:18 Constant:
0:18 2 (const uint)
0:24 Function Definition: f4( ( temp void)
@@ -122,20 +147,21 @@ gl_FragCoord origin is upper left
0:? Sequence
0:25 vector-scale ( temp 4-component vector of float)
0:25 Convert int to float ( temp float)
0:25 d: direct index for structure (layout( offset=44) uniform int)
0:25 '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})
0:25 d: direct index for structure ( uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:25 Constant:
0:25 3 (const uint)
0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:25 '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})
0:25 a: direct index for structure ( uniform 4-component vector of float)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:25 Constant:
0:25 0 (const uint)
0:? Linker Objects
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})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e})
0:? 'm' ( global 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 50
// Id's are bound by 57
Capability Shader
1: ExtInstImport "GLSL.std.450"
@@ -147,62 +173,71 @@ gl_FragCoord origin is upper left
Name 8 "f2("
Name 10 "f3("
Name 12 "f4("
Name 18 "$Global"
MemberName 18($Global) 0 "a"
MemberName 18($Global) 1 "b"
MemberName 18($Global) 2 "c"
MemberName 18($Global) 3 "d"
MemberName 18($Global) 4 "e"
Name 20 ""
MemberDecorate 18($Global) 0 Offset 0
MemberDecorate 18($Global) 1 Offset 16
MemberDecorate 18($Global) 2 Offset 32
MemberDecorate 18($Global) 3 Offset 44
MemberDecorate 18($Global) 4 Offset 48
Decorate 18($Global) Block
Decorate 20 DescriptorSet 0
Name 17 "m"
Name 20 "$Global"
MemberName 20($Global) 0 "a"
MemberName 20($Global) 1 "b"
MemberName 20($Global) 2 "c"
MemberName 20($Global) 3 "d"
MemberName 20($Global) 4 "e"
Name 22 ""
MemberDecorate 20($Global) 0 Offset 0
MemberDecorate 20($Global) 1 Offset 16
MemberDecorate 20($Global) 2 Offset 32
MemberDecorate 20($Global) 3 Offset 44
MemberDecorate 20($Global) 4 Offset 48
Decorate 20($Global) Block
Decorate 22 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
14: TypeFloat 32
15: TypeVector 14(float) 4
16: TypeVector 14(float) 3
17: TypeInt 32 1
18($Global): TypeStruct 15(fvec4) 14(float) 16(fvec3) 17(int) 17(int)
19: TypePointer Uniform 18($Global)
20: 19(ptr) Variable Uniform
21: 17(int) Constant 0
22: TypePointer Uniform 15(fvec4)
25: 17(int) Constant 1
26: TypePointer Uniform 14(float)
31: TypeInt 32 0
32: 31(int) Constant 0
38: 17(int) Constant 2
42: 17(int) Constant 3
43: TypePointer Uniform 17(int)
16: TypePointer Private 15(fvec4)
17(m): 16(ptr) Variable Private
18: TypeVector 14(float) 3
19: TypeInt 32 1
20($Global): TypeStruct 15(fvec4) 14(float) 18(fvec3) 19(int) 19(int)
21: TypePointer Uniform 20($Global)
22: 21(ptr) Variable Uniform
23: 19(int) Constant 0
24: TypePointer Uniform 15(fvec4)
27: 19(int) Constant 1
28: TypePointer Uniform 14(float)
38: TypeInt 32 0
39: 38(int) Constant 0
45: 19(int) Constant 2
49: 19(int) Constant 3
50: TypePointer Uniform 19(int)
4(f1): 2 Function None 3
5: Label
30: 2 FunctionCall 6(@f1()
25: 24(ptr) AccessChain 22 23
26: 15(fvec4) Load 25
29: 28(ptr) AccessChain 22 27
30: 14(float) Load 29
31: 15(fvec4) VectorTimesScalar 26 30
Store 17(m) 31
37: 2 FunctionCall 6(@f1()
Return
FunctionEnd
6(@f1(): 2 Function None 3
7: Label
23: 22(ptr) AccessChain 20 21
24: 15(fvec4) Load 23
27: 26(ptr) AccessChain 20 25
28: 14(float) Load 27
29: 15(fvec4) VectorTimesScalar 24 28
32: 24(ptr) AccessChain 22 23
33: 15(fvec4) Load 32
34: 28(ptr) AccessChain 22 27
35: 14(float) Load 34
36: 15(fvec4) VectorTimesScalar 33 35
Return
FunctionEnd
8(f2(): 2 Function None 3
9: Label
33: 26(ptr) AccessChain 20 21 32
34: 14(float) Load 33
35: 26(ptr) AccessChain 20 25
36: 14(float) Load 35
37: 14(float) FAdd 34 36
39: 26(ptr) AccessChain 20 38 32
40: 14(float) Load 39
41: 14(float) FAdd 37 40
40: 28(ptr) AccessChain 22 23 39
41: 14(float) Load 40
42: 28(ptr) AccessChain 22 27
43: 14(float) Load 42
44: 14(float) FAdd 41 43
46: 28(ptr) AccessChain 22 45 39
47: 14(float) Load 46
48: 14(float) FAdd 44 47
Return
FunctionEnd
10(f3(): 2 Function None 3
@@ -211,11 +246,11 @@ gl_FragCoord origin is upper left
FunctionEnd
12(f4(): 2 Function None 3
13: Label
44: 43(ptr) AccessChain 20 42
45: 17(int) Load 44
46: 14(float) ConvertSToF 45
47: 22(ptr) AccessChain 20 21
48: 15(fvec4) Load 47
49: 15(fvec4) VectorTimesScalar 48 46
51: 50(ptr) AccessChain 22 49
52: 19(int) Load 51
53: 14(float) ConvertSToF 52
54: 24(ptr) AccessChain 22 23
55: 15(fvec4) Load 54
56: 15(fvec4) VectorTimesScalar 55 53
Return
FunctionEnd

View File

@@ -86,8 +86,8 @@ gl_FragCoord origin is upper left
0:35 Sequence
0:35 move second child to first child ( temp 4-element array of float)
0:35 'local_float_array' ( temp 4-element array of float)
0:35 g_floats: direct index for structure (layout( offset=384) uniform 4-element array of float)
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
0:35 g_floats: direct index for structure ( uniform 4-element array of float)
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
0:35 Constant:
0:35 2 (const uint)
0:37 move second child to first child ( temp 4-component vector of float)
@@ -165,7 +165,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler)
0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler)
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
0:? '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:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, 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)
@@ -260,8 +260,8 @@ gl_FragCoord origin is upper left
0:35 Sequence
0:35 move second child to first child ( temp 4-element array of float)
0:35 'local_float_array' ( temp 4-element array of float)
0:35 g_floats: direct index for structure (layout( offset=384) uniform 4-element array of float)
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
0:35 g_floats: direct index for structure ( uniform 4-element array of float)
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
0:35 Constant:
0:35 2 (const uint)
0:37 move second child to first child ( temp 4-component vector of float)
@@ -339,7 +339,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler)
0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler)
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
0:? '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:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, 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)

View File

@@ -14,16 +14,16 @@ gl_FragCoord origin is upper left
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 direct index (layout( offset=0) temp 4-component vector of float)
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 direct index ( temp 4-component vector of float)
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1 (const int)
0:10 indirect index (layout( offset=0) temp 4-component vector of float)
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 indirect index ( temp 4-component vector of float)
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 'i' ( in int)
@@ -43,9 +43,9 @@ gl_FragCoord origin is upper left
0:10 'i' ( in int)
0:10 indirect index ( temp 4-component vector of float)
0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 1 (const uint)
0:10 'i' ( in int)
@@ -67,10 +67,10 @@ gl_FragCoord origin is upper left
0:? 'i' ( temp int)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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:
@@ -91,16 +91,16 @@ gl_FragCoord origin is upper left
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 direct index (layout( offset=0) temp 4-component vector of float)
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 direct index ( temp 4-component vector of float)
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1 (const int)
0:10 indirect index (layout( offset=0) temp 4-component vector of float)
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 indirect index ( temp 4-component vector of float)
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 'i' ( in int)
@@ -120,9 +120,9 @@ gl_FragCoord origin is upper left
0:10 'i' ( in int)
0:10 indirect index ( temp 4-component vector of float)
0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 1 (const uint)
0:10 'i' ( in int)
@@ -144,10 +144,10 @@ gl_FragCoord origin is upper left
0:? 'i' ( temp int)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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

View File

@@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
0:14 Constant:
0:14 2 (const int)
0:14 Construct vec4 ( temp 4-component vector of float)
0:14 direct index (layout( offset=0) temp float)
0:14 direct index (layout( offset=0) temp 3-element array of float)
0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float)
0:14 '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})
0:14 direct index ( temp float)
0:14 direct index ( temp 3-element array of float)
0:14 direct index ( temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
@@ -61,8 +61,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:? 'Color' (layout( location=0) out 4-component vector of float)
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:
@@ -83,11 +83,11 @@ gl_FragCoord origin is upper left
0:14 Constant:
0:14 2 (const int)
0:14 Construct vec4 ( temp 4-component vector of float)
0:14 direct index (layout( offset=0) temp float)
0:14 direct index (layout( offset=0) temp 3-element array of float)
0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float)
0:14 '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})
0:14 direct index ( temp float)
0:14 direct index ( temp 3-element array of float)
0:14 direct index ( temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
@@ -130,8 +130,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:? 'Color' (layout( location=0) out 4-component vector of float)
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

View File

@@ -14,8 +14,8 @@ local_size = (4, 6, 8)
0:11 Loop Condition
0:11 Compare Less Than ( temp bool)
0:11 'x' ( temp int)
0:11 bound: direct index for structure (layout( offset=0) uniform int)
0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
0:11 bound: direct index for structure ( uniform int)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
0:11 Constant:
0:11 0 (const uint)
0:11 No loop body
@@ -35,8 +35,8 @@ local_size = (4, 6, 8)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:9 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
Linked compute stage:
@@ -57,8 +57,8 @@ local_size = (4, 6, 8)
0:11 Loop Condition
0:11 Compare Less Than ( temp bool)
0:11 'x' ( temp int)
0:11 bound: direct index for structure (layout( offset=0) uniform int)
0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
0:11 bound: direct index for structure ( uniform int)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
0:11 Constant:
0:11 0 (const uint)
0:11 No loop body
@@ -78,8 +78,8 @@ local_size = (4, 6, 8)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:9 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
// Module Version 10000
// Generated by (magic number): 80001

View File

@@ -125,7 +125,7 @@ gl_FragCoord origin is upper left
0:30 Constant:
0:30 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float uf4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
@@ -258,7 +258,7 @@ gl_FragCoord origin is upper left
0:30 Constant:
0:30 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float uf4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000

View File

@@ -0,0 +1,101 @@
hlsl.emptystructreturn.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: @main(struct-ps_in1; ( temp structure{})
0:10 Function Parameters:
0:10 'i' ( in structure{})
0:? Sequence
0:12 Branch: Return with expression
0:12 'o' ( temp structure{})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 move second child to first child ( temp structure{})
0:? 'i' ( temp structure{})
0:? 'i' (layout( location=0) in structure{})
0:10 Sequence
0:10 move second child to first child ( temp structure{})
0:? '@entryPointOutput' ( out structure{})
0:10 Function Call: @main(struct-ps_in1; ( temp structure{})
0:? 'i' ( temp structure{})
0:? Linker Objects
0:? 'i' (layout( location=0) in structure{})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: @main(struct-ps_in1; ( temp structure{})
0:10 Function Parameters:
0:10 'i' ( in structure{})
0:? Sequence
0:12 Branch: Return with expression
0:12 'o' ( temp structure{})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 move second child to first child ( temp structure{})
0:? 'i' ( temp structure{})
0:? 'i' (layout( location=0) in structure{})
0:10 Sequence
0:10 move second child to first child ( temp structure{})
0:? '@entryPointOutput' ( out structure{})
0:10 Function Call: @main(struct-ps_in1; ( temp structure{})
0:? 'i' ( temp structure{})
0:? Linker Objects
0:? 'i' (layout( location=0) in structure{})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 27
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 20 23
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 6 "ps_in"
Name 8 "ps_out"
Name 11 "@main(struct-ps_in1;"
Name 10 "i"
Name 14 "o"
Name 18 "i"
Name 20 "i"
Name 23 "@entryPointOutput"
Name 24 "param"
Decorate 20(i) Location 0
2: TypeVoid
3: TypeFunction 2
6(ps_in): TypeStruct
7: TypePointer Function 6(ps_in)
8(ps_out): TypeStruct
9: TypeFunction 8(ps_out) 7(ptr)
13: TypePointer Function 8(ps_out)
19: TypePointer Input 6(ps_in)
20(i): 19(ptr) Variable Input
22: TypePointer Output 8(ps_out)
23(@entryPointOutput): 22(ptr) Variable Output
4(main): 2 Function None 3
5: Label
18(i): 7(ptr) Variable Function
24(param): 7(ptr) Variable Function
21: 6(ps_in) Load 20(i)
Store 18(i) 21
25: 6(ps_in) Load 18(i)
Store 24(param) 25
26: 8(ps_out) FunctionCall 11(@main(struct-ps_in1;) 24(param)
Store 23(@entryPointOutput) 26
Return
FunctionEnd
11(@main(struct-ps_in1;): 8(ps_out) Function None 9
10(i): 7(ptr) FunctionParameter
12: Label
14(o): 13(ptr) Variable Function
15: 8(ps_out) Load 14(o)
ReturnValue 15
FunctionEnd

View File

@@ -0,0 +1,98 @@
hlsl.emptystructreturn.vert
Shader version: 450
0:? Sequence
0:10 Function Definition: @main(struct-vs_in1; ( temp structure{})
0:10 Function Parameters:
0:10 'i' ( in structure{})
0:? Sequence
0:12 Branch: Return with expression
0:12 'o' ( temp structure{})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child ( temp structure{})
0:? 'i' ( temp structure{})
0:? 'i' ( in structure{})
0:10 move second child to first child ( temp structure{})
0:? '@entryPointOutput' (layout( location=0) out structure{})
0:10 Function Call: @main(struct-vs_in1; ( temp structure{})
0:? 'i' ( temp structure{})
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out structure{})
Linked vertex stage:
Shader version: 450
0:? Sequence
0:10 Function Definition: @main(struct-vs_in1; ( temp structure{})
0:10 Function Parameters:
0:10 'i' ( in structure{})
0:? Sequence
0:12 Branch: Return with expression
0:12 'o' ( temp structure{})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child ( temp structure{})
0:? 'i' ( temp structure{})
0:? 'i' ( in structure{})
0:10 move second child to first child ( temp structure{})
0:? '@entryPointOutput' (layout( location=0) out structure{})
0:10 Function Call: @main(struct-vs_in1; ( temp structure{})
0:? 'i' ( temp structure{})
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out structure{})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 27
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 20 23
Name 4 "main"
Name 6 "vs_in"
Name 8 "vs_out"
Name 11 "@main(struct-vs_in1;"
Name 10 "i"
Name 14 "o"
Name 18 "i"
Name 20 "i"
Name 23 "@entryPointOutput"
Name 24 "param"
Decorate 23(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6(vs_in): TypeStruct
7: TypePointer Function 6(vs_in)
8(vs_out): TypeStruct
9: TypeFunction 8(vs_out) 7(ptr)
13: TypePointer Function 8(vs_out)
19: TypePointer Input 6(vs_in)
20(i): 19(ptr) Variable Input
22: TypePointer Output 8(vs_out)
23(@entryPointOutput): 22(ptr) Variable Output
4(main): 2 Function None 3
5: Label
18(i): 7(ptr) Variable Function
24(param): 7(ptr) Variable Function
21: 6(vs_in) Load 20(i)
Store 18(i) 21
25: 6(vs_in) Load 18(i)
Store 24(param) 25
26: 8(vs_out) FunctionCall 11(@main(struct-vs_in1;) 24(param)
Store 23(@entryPointOutput) 26
Return
FunctionEnd
11(@main(struct-vs_in1;): 8(vs_out) Function None 9
10(i): 7(ptr) FunctionParameter
12: Label
14(o): 13(ptr) Variable Function
15: 8(vs_out) Load 14(o)
ReturnValue 15
FunctionEnd

View File

@@ -30,8 +30,8 @@ gl_FragCoord origin is upper left
0:11 Constant:
0:11 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int also_not_the_entry_point})
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 also_not_the_entry_point})
Linked fragment stage:
@@ -68,8 +68,8 @@ gl_FragCoord origin is upper left
0:11 Constant:
0:11 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int also_not_the_entry_point})
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 also_not_the_entry_point})
// Module Version 10000
// Generated by (magic number): 80001

View File

@@ -12,12 +12,12 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 component-wise multiply ( temp 4-component vector of float)
0:10 'input' ( in 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool 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{ uniform 4-component vector of float AmbientColor, uniform bool 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:
@@ -34,12 +34,12 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 component-wise multiply ( temp 4-component vector of float)
0:10 'input' ( in 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool 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{ uniform 4-component vector of float AmbientColor, uniform bool 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

View File

@@ -12,8 +12,8 @@ gl_FragCoord origin is upper left
0:33 Construct combined texture-sampler ( temp sampler2DArray)
0:33 'g_tTex2df4a' ( uniform texture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:33 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:33 c3: direct index for structure ( uniform 3-component vector of float)
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:33 Constant:
0:33 2 (const uint)
0:33 Constant:
@@ -25,8 +25,8 @@ gl_FragCoord origin is upper left
0:34 Construct combined texture-sampler ( temp isampler2DArray)
0:34 'g_tTex2di4a' ( uniform itexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:34 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:34 c3: direct index for structure ( uniform 3-component vector of float)
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:34 Constant:
0:34 2 (const uint)
0:34 Constant:
@@ -38,8 +38,8 @@ gl_FragCoord origin is upper left
0:35 Construct combined texture-sampler ( temp usampler2DArray)
0:35 'g_tTex2du4a' ( uniform utexture2DArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:35 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:35 c3: direct index for structure ( uniform 3-component vector of float)
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:35 Constant:
0:35 2 (const uint)
0:35 Constant:
@@ -51,8 +51,8 @@ gl_FragCoord origin is upper left
0:37 Construct combined texture-sampler ( temp sampler2DArray)
0:37 'g_tTex2df4a' ( uniform texture2DArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:37 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:37 c3: direct index for structure ( uniform 3-component vector of float)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:37 Constant:
0:37 2 (const uint)
0:37 Constant:
@@ -64,8 +64,8 @@ gl_FragCoord origin is upper left
0:38 Construct combined texture-sampler ( temp isampler2DArray)
0:38 'g_tTex2di4a' ( uniform itexture2DArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:38 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:38 c3: direct index for structure ( uniform 3-component vector of float)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:38 Constant:
0:38 2 (const uint)
0:38 Constant:
@@ -77,8 +77,8 @@ gl_FragCoord origin is upper left
0:39 Construct combined texture-sampler ( temp usampler2DArray)
0:39 'g_tTex2du4a' ( uniform utexture2DArray)
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:39 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:39 c3: direct index for structure ( uniform 3-component vector of float)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:39 Constant:
0:39 2 (const uint)
0:39 Constant:
@@ -90,8 +90,8 @@ gl_FragCoord origin is upper left
0:41 Construct combined texture-sampler ( temp sampler2DArray)
0:41 'g_tTex2df4a' ( uniform texture2DArray)
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:41 c3: direct index for structure ( uniform 3-component vector of float)
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:41 Constant:
0:41 2 (const uint)
0:41 Constant:
@@ -103,8 +103,8 @@ gl_FragCoord origin is upper left
0:42 Construct combined texture-sampler ( temp isampler2DArray)
0:42 'g_tTex2di4a' ( uniform itexture2DArray)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:42 c3: direct index for structure ( uniform 3-component vector of float)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:42 Constant:
0:42 2 (const uint)
0:42 Constant:
@@ -116,8 +116,8 @@ gl_FragCoord origin is upper left
0:43 Construct combined texture-sampler ( temp usampler2DArray)
0:43 'g_tTex2du4a' ( uniform utexture2DArray)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:43 c3: direct index for structure ( uniform 3-component vector of float)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:43 Constant:
0:43 2 (const uint)
0:43 Constant:
@@ -129,8 +129,8 @@ gl_FragCoord origin is upper left
0:45 Construct combined texture-sampler ( temp sampler2DArray)
0:45 'g_tTex2df4a' ( uniform texture2DArray)
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:45 c3: direct index for structure ( uniform 3-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:45 Constant:
0:45 2 (const uint)
0:45 Constant:
@@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
0:46 Construct combined texture-sampler ( temp isampler2DArray)
0:46 'g_tTex2di4a' ( uniform itexture2DArray)
0:46 'g_sSamp' (layout( binding=0) uniform sampler)
0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:46 c3: direct index for structure ( uniform 3-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:46 Constant:
0:46 2 (const uint)
0:46 Constant:
@@ -155,8 +155,8 @@ gl_FragCoord origin is upper left
0:47 Construct combined texture-sampler ( temp usampler2DArray)
0:47 'g_tTex2du4a' ( uniform utexture2DArray)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:47 c3: direct index for structure ( uniform 3-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
@@ -168,8 +168,8 @@ gl_FragCoord origin is upper left
0:51 Construct combined texture-sampler ( temp samplerCubeArray)
0:51 'g_tTexcdf4a' ( uniform textureCubeArray)
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
0:51 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:51 c4: direct index for structure ( uniform 4-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:51 Constant:
0:51 3 (const uint)
0:51 Constant:
@@ -181,8 +181,8 @@ gl_FragCoord origin is upper left
0:52 Construct combined texture-sampler ( temp isamplerCubeArray)
0:52 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:52 c4: direct index for structure ( uniform 4-component vector of float)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:52 Constant:
0:52 3 (const uint)
0:52 Constant:
@@ -194,8 +194,8 @@ gl_FragCoord origin is upper left
0:53 Construct combined texture-sampler ( temp usamplerCubeArray)
0:53 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:53 c4: direct index for structure ( uniform 4-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:53 Constant:
0:53 3 (const uint)
0:53 Constant:
@@ -207,8 +207,8 @@ gl_FragCoord origin is upper left
0:55 Construct combined texture-sampler ( temp samplerCubeArray)
0:55 'g_tTexcdf4a' ( uniform textureCubeArray)
0:55 'g_sSamp' (layout( binding=0) uniform sampler)
0:55 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:55 c4: direct index for structure ( uniform 4-component vector of float)
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:55 Constant:
0:55 3 (const uint)
0:55 Constant:
@@ -220,8 +220,8 @@ gl_FragCoord origin is upper left
0:56 Construct combined texture-sampler ( temp isamplerCubeArray)
0:56 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:56 'g_sSamp' (layout( binding=0) uniform sampler)
0:56 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:56 c4: direct index for structure ( uniform 4-component vector of float)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:56 Constant:
0:56 3 (const uint)
0:56 Constant:
@@ -233,8 +233,8 @@ gl_FragCoord origin is upper left
0:57 Construct combined texture-sampler ( temp usamplerCubeArray)
0:57 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:57 c4: direct index for structure ( uniform 4-component vector of float)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
@@ -246,8 +246,8 @@ gl_FragCoord origin is upper left
0:59 Construct combined texture-sampler ( temp samplerCubeArray)
0:59 'g_tTexcdf4a' ( uniform textureCubeArray)
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:59 c4: direct index for structure ( uniform 4-component vector of float)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
@@ -259,8 +259,8 @@ gl_FragCoord origin is upper left
0:60 Construct combined texture-sampler ( temp isamplerCubeArray)
0:60 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:60 'g_sSamp' (layout( binding=0) uniform sampler)
0:60 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:60 c4: direct index for structure ( uniform 4-component vector of float)
0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:60 Constant:
0:60 3 (const uint)
0:60 Constant:
@@ -272,8 +272,8 @@ gl_FragCoord origin is upper left
0:61 Construct combined texture-sampler ( temp usamplerCubeArray)
0:61 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:61 c4: direct index for structure ( uniform 4-component vector of float)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:61 Constant:
0:61 3 (const uint)
0:61 Constant:
@@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
0:63 Construct combined texture-sampler ( temp samplerCubeArray)
0:63 'g_tTexcdf4a' ( uniform textureCubeArray)
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:63 c4: direct index for structure ( uniform 4-component vector of float)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
@@ -298,8 +298,8 @@ gl_FragCoord origin is upper left
0:64 Construct combined texture-sampler ( temp isamplerCubeArray)
0:64 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:64 'g_sSamp' (layout( binding=0) uniform sampler)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:64 c4: direct index for structure ( uniform 4-component vector of float)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
@@ -311,8 +311,8 @@ gl_FragCoord origin is upper left
0:65 Construct combined texture-sampler ( temp usamplerCubeArray)
0:65 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
0:65 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:65 c4: direct index for structure ( uniform 4-component vector of float)
0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:65 Constant:
0:65 3 (const uint)
0:65 Constant:
@@ -367,9 +367,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -388,8 +388,8 @@ gl_FragCoord origin is upper left
0:33 Construct combined texture-sampler ( temp sampler2DArray)
0:33 'g_tTex2df4a' ( uniform texture2DArray)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:33 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:33 c3: direct index for structure ( uniform 3-component vector of float)
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:33 Constant:
0:33 2 (const uint)
0:33 Constant:
@@ -401,8 +401,8 @@ gl_FragCoord origin is upper left
0:34 Construct combined texture-sampler ( temp isampler2DArray)
0:34 'g_tTex2di4a' ( uniform itexture2DArray)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:34 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:34 c3: direct index for structure ( uniform 3-component vector of float)
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:34 Constant:
0:34 2 (const uint)
0:34 Constant:
@@ -414,8 +414,8 @@ gl_FragCoord origin is upper left
0:35 Construct combined texture-sampler ( temp usampler2DArray)
0:35 'g_tTex2du4a' ( uniform utexture2DArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:35 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:35 c3: direct index for structure ( uniform 3-component vector of float)
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:35 Constant:
0:35 2 (const uint)
0:35 Constant:
@@ -427,8 +427,8 @@ gl_FragCoord origin is upper left
0:37 Construct combined texture-sampler ( temp sampler2DArray)
0:37 'g_tTex2df4a' ( uniform texture2DArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:37 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:37 c3: direct index for structure ( uniform 3-component vector of float)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:37 Constant:
0:37 2 (const uint)
0:37 Constant:
@@ -440,8 +440,8 @@ gl_FragCoord origin is upper left
0:38 Construct combined texture-sampler ( temp isampler2DArray)
0:38 'g_tTex2di4a' ( uniform itexture2DArray)
0:38 'g_sSamp' (layout( binding=0) uniform sampler)
0:38 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:38 c3: direct index for structure ( uniform 3-component vector of float)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:38 Constant:
0:38 2 (const uint)
0:38 Constant:
@@ -453,8 +453,8 @@ gl_FragCoord origin is upper left
0:39 Construct combined texture-sampler ( temp usampler2DArray)
0:39 'g_tTex2du4a' ( uniform utexture2DArray)
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:39 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:39 c3: direct index for structure ( uniform 3-component vector of float)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:39 Constant:
0:39 2 (const uint)
0:39 Constant:
@@ -466,8 +466,8 @@ gl_FragCoord origin is upper left
0:41 Construct combined texture-sampler ( temp sampler2DArray)
0:41 'g_tTex2df4a' ( uniform texture2DArray)
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:41 c3: direct index for structure ( uniform 3-component vector of float)
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:41 Constant:
0:41 2 (const uint)
0:41 Constant:
@@ -479,8 +479,8 @@ gl_FragCoord origin is upper left
0:42 Construct combined texture-sampler ( temp isampler2DArray)
0:42 'g_tTex2di4a' ( uniform itexture2DArray)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:42 c3: direct index for structure ( uniform 3-component vector of float)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:42 Constant:
0:42 2 (const uint)
0:42 Constant:
@@ -492,8 +492,8 @@ gl_FragCoord origin is upper left
0:43 Construct combined texture-sampler ( temp usampler2DArray)
0:43 'g_tTex2du4a' ( uniform utexture2DArray)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:43 c3: direct index for structure ( uniform 3-component vector of float)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:43 Constant:
0:43 2 (const uint)
0:43 Constant:
@@ -505,8 +505,8 @@ gl_FragCoord origin is upper left
0:45 Construct combined texture-sampler ( temp sampler2DArray)
0:45 'g_tTex2df4a' ( uniform texture2DArray)
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:45 c3: direct index for structure ( uniform 3-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:45 Constant:
0:45 2 (const uint)
0:45 Constant:
@@ -518,8 +518,8 @@ gl_FragCoord origin is upper left
0:46 Construct combined texture-sampler ( temp isampler2DArray)
0:46 'g_tTex2di4a' ( uniform itexture2DArray)
0:46 'g_sSamp' (layout( binding=0) uniform sampler)
0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:46 c3: direct index for structure ( uniform 3-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:46 Constant:
0:46 2 (const uint)
0:46 Constant:
@@ -531,8 +531,8 @@ gl_FragCoord origin is upper left
0:47 Construct combined texture-sampler ( temp usampler2DArray)
0:47 'g_tTex2du4a' ( uniform utexture2DArray)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:47 c3: direct index for structure ( uniform 3-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
@@ -544,8 +544,8 @@ gl_FragCoord origin is upper left
0:51 Construct combined texture-sampler ( temp samplerCubeArray)
0:51 'g_tTexcdf4a' ( uniform textureCubeArray)
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
0:51 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:51 c4: direct index for structure ( uniform 4-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:51 Constant:
0:51 3 (const uint)
0:51 Constant:
@@ -557,8 +557,8 @@ gl_FragCoord origin is upper left
0:52 Construct combined texture-sampler ( temp isamplerCubeArray)
0:52 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:52 c4: direct index for structure ( uniform 4-component vector of float)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:52 Constant:
0:52 3 (const uint)
0:52 Constant:
@@ -570,8 +570,8 @@ gl_FragCoord origin is upper left
0:53 Construct combined texture-sampler ( temp usamplerCubeArray)
0:53 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:53 c4: direct index for structure ( uniform 4-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:53 Constant:
0:53 3 (const uint)
0:53 Constant:
@@ -583,8 +583,8 @@ gl_FragCoord origin is upper left
0:55 Construct combined texture-sampler ( temp samplerCubeArray)
0:55 'g_tTexcdf4a' ( uniform textureCubeArray)
0:55 'g_sSamp' (layout( binding=0) uniform sampler)
0:55 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:55 c4: direct index for structure ( uniform 4-component vector of float)
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:55 Constant:
0:55 3 (const uint)
0:55 Constant:
@@ -596,8 +596,8 @@ gl_FragCoord origin is upper left
0:56 Construct combined texture-sampler ( temp isamplerCubeArray)
0:56 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:56 'g_sSamp' (layout( binding=0) uniform sampler)
0:56 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:56 c4: direct index for structure ( uniform 4-component vector of float)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:56 Constant:
0:56 3 (const uint)
0:56 Constant:
@@ -609,8 +609,8 @@ gl_FragCoord origin is upper left
0:57 Construct combined texture-sampler ( temp usamplerCubeArray)
0:57 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:57 c4: direct index for structure ( uniform 4-component vector of float)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
@@ -622,8 +622,8 @@ gl_FragCoord origin is upper left
0:59 Construct combined texture-sampler ( temp samplerCubeArray)
0:59 'g_tTexcdf4a' ( uniform textureCubeArray)
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:59 c4: direct index for structure ( uniform 4-component vector of float)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
@@ -635,8 +635,8 @@ gl_FragCoord origin is upper left
0:60 Construct combined texture-sampler ( temp isamplerCubeArray)
0:60 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:60 'g_sSamp' (layout( binding=0) uniform sampler)
0:60 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:60 c4: direct index for structure ( uniform 4-component vector of float)
0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:60 Constant:
0:60 3 (const uint)
0:60 Constant:
@@ -648,8 +648,8 @@ gl_FragCoord origin is upper left
0:61 Construct combined texture-sampler ( temp usamplerCubeArray)
0:61 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:61 c4: direct index for structure ( uniform 4-component vector of float)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:61 Constant:
0:61 3 (const uint)
0:61 Constant:
@@ -661,8 +661,8 @@ gl_FragCoord origin is upper left
0:63 Construct combined texture-sampler ( temp samplerCubeArray)
0:63 'g_tTexcdf4a' ( uniform textureCubeArray)
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:63 c4: direct index for structure ( uniform 4-component vector of float)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
@@ -674,8 +674,8 @@ gl_FragCoord origin is upper left
0:64 Construct combined texture-sampler ( temp isamplerCubeArray)
0:64 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:64 'g_sSamp' (layout( binding=0) uniform sampler)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:64 c4: direct index for structure ( uniform 4-component vector of float)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
@@ -687,8 +687,8 @@ gl_FragCoord origin is upper left
0:65 Construct combined texture-sampler ( temp usamplerCubeArray)
0:65 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
0:65 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float)
0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:65 c4: direct index for structure ( uniform 4-component vector of float)
0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:65 Constant:
0:65 3 (const uint)
0:65 Constant:
@@ -743,9 +743,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -12,8 +12,8 @@ gl_FragCoord origin is upper left
0:39 Construct combined texture-sampler ( temp sampler2D)
0:39 'g_tTex2df4' ( uniform texture2D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:39 c2: direct index for structure ( uniform 2-component vector of float)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
@@ -25,8 +25,8 @@ gl_FragCoord origin is upper left
0:40 Construct combined texture-sampler ( temp isampler2D)
0:40 'g_tTex2di4' ( uniform itexture2D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:40 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:40 c2: direct index for structure ( uniform 2-component vector of float)
0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:40 Constant:
0:40 1 (const uint)
0:40 Constant:
@@ -38,8 +38,8 @@ gl_FragCoord origin is upper left
0:41 Construct combined texture-sampler ( temp usampler2D)
0:41 'g_tTex2du4' ( uniform utexture2D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:41 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:41 c2: direct index for structure ( uniform 2-component vector of float)
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:41 Constant:
0:41 1 (const uint)
0:41 Constant:
@@ -51,8 +51,8 @@ gl_FragCoord origin is upper left
0:43 Construct combined texture-sampler ( temp sampler2D)
0:43 'g_tTex2df4' ( uniform texture2D)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:43 c2: direct index for structure ( uniform 2-component vector of float)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:43 Constant:
0:43 1 (const uint)
0:43 Constant:
@@ -64,8 +64,8 @@ gl_FragCoord origin is upper left
0:44 Construct combined texture-sampler ( temp isampler2D)
0:44 'g_tTex2di4' ( uniform itexture2D)
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:44 c2: direct index for structure ( uniform 2-component vector of float)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:44 Constant:
0:44 1 (const uint)
0:44 Constant:
@@ -77,8 +77,8 @@ gl_FragCoord origin is upper left
0:45 Construct combined texture-sampler ( temp usampler2D)
0:45 'g_tTex2du4' ( uniform utexture2D)
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:45 c2: direct index for structure ( uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
@@ -90,8 +90,8 @@ gl_FragCoord origin is upper left
0:47 Construct combined texture-sampler ( temp sampler2D)
0:47 'g_tTex2df4' ( uniform texture2D)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:47 c2: direct index for structure ( uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:47 Constant:
0:47 1 (const uint)
0:47 Constant:
@@ -103,8 +103,8 @@ gl_FragCoord origin is upper left
0:48 Construct combined texture-sampler ( temp isampler2D)
0:48 'g_tTex2di4' ( uniform itexture2D)
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:48 c2: direct index for structure ( uniform 2-component vector of float)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:48 Constant:
0:48 1 (const uint)
0:48 Constant:
@@ -116,8 +116,8 @@ gl_FragCoord origin is upper left
0:49 Construct combined texture-sampler ( temp usampler2D)
0:49 'g_tTex2du4' ( uniform utexture2D)
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:49 c2: direct index for structure ( uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:49 Constant:
0:49 1 (const uint)
0:49 Constant:
@@ -129,8 +129,8 @@ gl_FragCoord origin is upper left
0:51 Construct combined texture-sampler ( temp sampler2D)
0:51 'g_tTex2df4' ( uniform texture2D)
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:51 c2: direct index for structure ( uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
@@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
0:52 Construct combined texture-sampler ( temp isampler2D)
0:52 'g_tTex2di4' ( uniform itexture2D)
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:52 c2: direct index for structure ( uniform 2-component vector of float)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
@@ -155,8 +155,8 @@ gl_FragCoord origin is upper left
0:53 Construct combined texture-sampler ( temp usampler2D)
0:53 'g_tTex2du4' ( uniform utexture2D)
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:53 c2: direct index for structure ( uniform 2-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
@@ -168,8 +168,8 @@ gl_FragCoord origin is upper left
0:57 Construct combined texture-sampler ( temp samplerCube)
0:57 'g_tTexcdf4' ( uniform textureCube)
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:57 c3: direct index for structure ( uniform 3-component vector of float)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
@@ -181,8 +181,8 @@ gl_FragCoord origin is upper left
0:58 Construct combined texture-sampler ( temp isamplerCube)
0:58 'g_tTexcdi4' ( uniform itextureCube)
0:58 'g_sSamp' (layout( binding=0) uniform sampler)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:58 c3: direct index for structure ( uniform 3-component vector of float)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
@@ -194,8 +194,8 @@ gl_FragCoord origin is upper left
0:59 Construct combined texture-sampler ( temp usamplerCube)
0:59 'g_tTexcdu4' ( uniform utextureCube)
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:59 c3: direct index for structure ( uniform 3-component vector of float)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
@@ -207,8 +207,8 @@ gl_FragCoord origin is upper left
0:61 Construct combined texture-sampler ( temp samplerCube)
0:61 'g_tTexcdf4' ( uniform textureCube)
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:61 c3: direct index for structure ( uniform 3-component vector of float)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:61 Constant:
0:61 2 (const uint)
0:61 Constant:
@@ -220,8 +220,8 @@ gl_FragCoord origin is upper left
0:62 Construct combined texture-sampler ( temp isamplerCube)
0:62 'g_tTexcdi4' ( uniform itextureCube)
0:62 'g_sSamp' (layout( binding=0) uniform sampler)
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:62 c3: direct index for structure ( uniform 3-component vector of float)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:62 Constant:
0:62 2 (const uint)
0:62 Constant:
@@ -233,8 +233,8 @@ gl_FragCoord origin is upper left
0:63 Construct combined texture-sampler ( temp usamplerCube)
0:63 'g_tTexcdu4' ( uniform utextureCube)
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:63 c3: direct index for structure ( uniform 3-component vector of float)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:63 Constant:
0:63 2 (const uint)
0:63 Constant:
@@ -246,8 +246,8 @@ gl_FragCoord origin is upper left
0:65 Construct combined texture-sampler ( temp samplerCube)
0:65 'g_tTexcdf4' ( uniform textureCube)
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
0:65 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:65 c3: direct index for structure ( uniform 3-component vector of float)
0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:65 Constant:
0:65 2 (const uint)
0:65 Constant:
@@ -259,8 +259,8 @@ gl_FragCoord origin is upper left
0:66 Construct combined texture-sampler ( temp isamplerCube)
0:66 'g_tTexcdi4' ( uniform itextureCube)
0:66 'g_sSamp' (layout( binding=0) uniform sampler)
0:66 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:66 c3: direct index for structure ( uniform 3-component vector of float)
0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:66 Constant:
0:66 2 (const uint)
0:66 Constant:
@@ -272,8 +272,8 @@ gl_FragCoord origin is upper left
0:67 Construct combined texture-sampler ( temp usamplerCube)
0:67 'g_tTexcdu4' ( uniform utextureCube)
0:67 'g_sSamp' (layout( binding=0) uniform sampler)
0:67 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:67 c3: direct index for structure ( uniform 3-component vector of float)
0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:67 Constant:
0:67 2 (const uint)
0:67 Constant:
@@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
0:69 Construct combined texture-sampler ( temp samplerCube)
0:69 'g_tTexcdf4' ( uniform textureCube)
0:69 'g_sSamp' (layout( binding=0) uniform sampler)
0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:69 c3: direct index for structure ( uniform 3-component vector of float)
0:69 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:69 Constant:
0:69 2 (const uint)
0:69 Constant:
@@ -298,8 +298,8 @@ gl_FragCoord origin is upper left
0:70 Construct combined texture-sampler ( temp isamplerCube)
0:70 'g_tTexcdi4' ( uniform itextureCube)
0:70 'g_sSamp' (layout( binding=0) uniform sampler)
0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:70 c3: direct index for structure ( uniform 3-component vector of float)
0:70 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:70 Constant:
0:70 2 (const uint)
0:70 Constant:
@@ -311,8 +311,8 @@ gl_FragCoord origin is upper left
0:71 Construct combined texture-sampler ( temp usamplerCube)
0:71 'g_tTexcdu4' ( uniform utextureCube)
0:71 'g_sSamp' (layout( binding=0) uniform sampler)
0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:71 c3: direct index for structure ( uniform 3-component vector of float)
0:71 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:71 Constant:
0:71 2 (const uint)
0:71 Constant:
@@ -371,9 +371,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -392,8 +392,8 @@ gl_FragCoord origin is upper left
0:39 Construct combined texture-sampler ( temp sampler2D)
0:39 'g_tTex2df4' ( uniform texture2D)
0:39 'g_sSamp' (layout( binding=0) uniform sampler)
0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:39 c2: direct index for structure ( uniform 2-component vector of float)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
@@ -405,8 +405,8 @@ gl_FragCoord origin is upper left
0:40 Construct combined texture-sampler ( temp isampler2D)
0:40 'g_tTex2di4' ( uniform itexture2D)
0:40 'g_sSamp' (layout( binding=0) uniform sampler)
0:40 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:40 c2: direct index for structure ( uniform 2-component vector of float)
0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:40 Constant:
0:40 1 (const uint)
0:40 Constant:
@@ -418,8 +418,8 @@ gl_FragCoord origin is upper left
0:41 Construct combined texture-sampler ( temp usampler2D)
0:41 'g_tTex2du4' ( uniform utexture2D)
0:41 'g_sSamp' (layout( binding=0) uniform sampler)
0:41 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:41 c2: direct index for structure ( uniform 2-component vector of float)
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:41 Constant:
0:41 1 (const uint)
0:41 Constant:
@@ -431,8 +431,8 @@ gl_FragCoord origin is upper left
0:43 Construct combined texture-sampler ( temp sampler2D)
0:43 'g_tTex2df4' ( uniform texture2D)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:43 c2: direct index for structure ( uniform 2-component vector of float)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:43 Constant:
0:43 1 (const uint)
0:43 Constant:
@@ -444,8 +444,8 @@ gl_FragCoord origin is upper left
0:44 Construct combined texture-sampler ( temp isampler2D)
0:44 'g_tTex2di4' ( uniform itexture2D)
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:44 c2: direct index for structure ( uniform 2-component vector of float)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:44 Constant:
0:44 1 (const uint)
0:44 Constant:
@@ -457,8 +457,8 @@ gl_FragCoord origin is upper left
0:45 Construct combined texture-sampler ( temp usampler2D)
0:45 'g_tTex2du4' ( uniform utexture2D)
0:45 'g_sSamp' (layout( binding=0) uniform sampler)
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:45 c2: direct index for structure ( uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
@@ -470,8 +470,8 @@ gl_FragCoord origin is upper left
0:47 Construct combined texture-sampler ( temp sampler2D)
0:47 'g_tTex2df4' ( uniform texture2D)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:47 c2: direct index for structure ( uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:47 Constant:
0:47 1 (const uint)
0:47 Constant:
@@ -483,8 +483,8 @@ gl_FragCoord origin is upper left
0:48 Construct combined texture-sampler ( temp isampler2D)
0:48 'g_tTex2di4' ( uniform itexture2D)
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:48 c2: direct index for structure ( uniform 2-component vector of float)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:48 Constant:
0:48 1 (const uint)
0:48 Constant:
@@ -496,8 +496,8 @@ gl_FragCoord origin is upper left
0:49 Construct combined texture-sampler ( temp usampler2D)
0:49 'g_tTex2du4' ( uniform utexture2D)
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:49 c2: direct index for structure ( uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:49 Constant:
0:49 1 (const uint)
0:49 Constant:
@@ -509,8 +509,8 @@ gl_FragCoord origin is upper left
0:51 Construct combined texture-sampler ( temp sampler2D)
0:51 'g_tTex2df4' ( uniform texture2D)
0:51 'g_sSamp' (layout( binding=0) uniform sampler)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:51 c2: direct index for structure ( uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
@@ -522,8 +522,8 @@ gl_FragCoord origin is upper left
0:52 Construct combined texture-sampler ( temp isampler2D)
0:52 'g_tTex2di4' ( uniform itexture2D)
0:52 'g_sSamp' (layout( binding=0) uniform sampler)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:52 c2: direct index for structure ( uniform 2-component vector of float)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
@@ -535,8 +535,8 @@ gl_FragCoord origin is upper left
0:53 Construct combined texture-sampler ( temp usampler2D)
0:53 'g_tTex2du4' ( uniform utexture2D)
0:53 'g_sSamp' (layout( binding=0) uniform sampler)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:53 c2: direct index for structure ( uniform 2-component vector of float)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
@@ -548,8 +548,8 @@ gl_FragCoord origin is upper left
0:57 Construct combined texture-sampler ( temp samplerCube)
0:57 'g_tTexcdf4' ( uniform textureCube)
0:57 'g_sSamp' (layout( binding=0) uniform sampler)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:57 c3: direct index for structure ( uniform 3-component vector of float)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
@@ -561,8 +561,8 @@ gl_FragCoord origin is upper left
0:58 Construct combined texture-sampler ( temp isamplerCube)
0:58 'g_tTexcdi4' ( uniform itextureCube)
0:58 'g_sSamp' (layout( binding=0) uniform sampler)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:58 c3: direct index for structure ( uniform 3-component vector of float)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
@@ -574,8 +574,8 @@ gl_FragCoord origin is upper left
0:59 Construct combined texture-sampler ( temp usamplerCube)
0:59 'g_tTexcdu4' ( uniform utextureCube)
0:59 'g_sSamp' (layout( binding=0) uniform sampler)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:59 c3: direct index for structure ( uniform 3-component vector of float)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
@@ -587,8 +587,8 @@ gl_FragCoord origin is upper left
0:61 Construct combined texture-sampler ( temp samplerCube)
0:61 'g_tTexcdf4' ( uniform textureCube)
0:61 'g_sSamp' (layout( binding=0) uniform sampler)
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:61 c3: direct index for structure ( uniform 3-component vector of float)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:61 Constant:
0:61 2 (const uint)
0:61 Constant:
@@ -600,8 +600,8 @@ gl_FragCoord origin is upper left
0:62 Construct combined texture-sampler ( temp isamplerCube)
0:62 'g_tTexcdi4' ( uniform itextureCube)
0:62 'g_sSamp' (layout( binding=0) uniform sampler)
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:62 c3: direct index for structure ( uniform 3-component vector of float)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:62 Constant:
0:62 2 (const uint)
0:62 Constant:
@@ -613,8 +613,8 @@ gl_FragCoord origin is upper left
0:63 Construct combined texture-sampler ( temp usamplerCube)
0:63 'g_tTexcdu4' ( uniform utextureCube)
0:63 'g_sSamp' (layout( binding=0) uniform sampler)
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:63 c3: direct index for structure ( uniform 3-component vector of float)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:63 Constant:
0:63 2 (const uint)
0:63 Constant:
@@ -626,8 +626,8 @@ gl_FragCoord origin is upper left
0:65 Construct combined texture-sampler ( temp samplerCube)
0:65 'g_tTexcdf4' ( uniform textureCube)
0:65 'g_sSamp' (layout( binding=0) uniform sampler)
0:65 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:65 c3: direct index for structure ( uniform 3-component vector of float)
0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:65 Constant:
0:65 2 (const uint)
0:65 Constant:
@@ -639,8 +639,8 @@ gl_FragCoord origin is upper left
0:66 Construct combined texture-sampler ( temp isamplerCube)
0:66 'g_tTexcdi4' ( uniform itextureCube)
0:66 'g_sSamp' (layout( binding=0) uniform sampler)
0:66 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:66 c3: direct index for structure ( uniform 3-component vector of float)
0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:66 Constant:
0:66 2 (const uint)
0:66 Constant:
@@ -652,8 +652,8 @@ gl_FragCoord origin is upper left
0:67 Construct combined texture-sampler ( temp usamplerCube)
0:67 'g_tTexcdu4' ( uniform utextureCube)
0:67 'g_sSamp' (layout( binding=0) uniform sampler)
0:67 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:67 c3: direct index for structure ( uniform 3-component vector of float)
0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:67 Constant:
0:67 2 (const uint)
0:67 Constant:
@@ -665,8 +665,8 @@ gl_FragCoord origin is upper left
0:69 Construct combined texture-sampler ( temp samplerCube)
0:69 'g_tTexcdf4' ( uniform textureCube)
0:69 'g_sSamp' (layout( binding=0) uniform sampler)
0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:69 c3: direct index for structure ( uniform 3-component vector of float)
0:69 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:69 Constant:
0:69 2 (const uint)
0:69 Constant:
@@ -678,8 +678,8 @@ gl_FragCoord origin is upper left
0:70 Construct combined texture-sampler ( temp isamplerCube)
0:70 'g_tTexcdi4' ( uniform itextureCube)
0:70 'g_sSamp' (layout( binding=0) uniform sampler)
0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:70 c3: direct index for structure ( uniform 3-component vector of float)
0:70 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:70 Constant:
0:70 2 (const uint)
0:70 Constant:
@@ -691,8 +691,8 @@ gl_FragCoord origin is upper left
0:71 Construct combined texture-sampler ( temp usamplerCube)
0:71 'g_tTexcdu4' ( uniform utextureCube)
0:71 'g_sSamp' (layout( binding=0) uniform sampler)
0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float)
0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:71 c3: direct index for structure ( uniform 3-component vector of float)
0:71 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:71 Constant:
0:71 2 (const uint)
0:71 Constant:
@@ -751,9 +751,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

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@@ -12,8 +12,8 @@ gl_FragCoord origin is upper left
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
0:45 'g_tTex2df4' ( uniform texture2D)
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:45 c2: direct index for structure ( uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
@@ -28,8 +28,8 @@ gl_FragCoord origin is upper left
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
0:46 'g_tTex2di4' ( uniform itexture2D)
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:46 c2: direct index for structure ( uniform 2-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
@@ -44,8 +44,8 @@ gl_FragCoord origin is upper left
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
0:47 'g_tTex2du4' ( uniform utexture2D)
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:47 c2: direct index for structure ( uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:47 Constant:
0:47 1 (const uint)
0:47 Constant:
@@ -60,8 +60,8 @@ gl_FragCoord origin is upper left
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
0:49 'g_tTex2df4' ( uniform texture2D)
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:49 c2: direct index for structure ( uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:49 Constant:
0:49 1 (const uint)
0:49 Constant:
@@ -82,8 +82,8 @@ gl_FragCoord origin is upper left
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
0:50 'g_tTex2di4' ( uniform itexture2D)
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:50 c2: direct index for structure ( uniform 2-component vector of float)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:50 Constant:
0:50 1 (const uint)
0:50 Constant:
@@ -104,8 +104,8 @@ gl_FragCoord origin is upper left
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
0:51 'g_tTex2du4' ( uniform utexture2D)
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:51 c2: direct index for structure ( uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
@@ -172,9 +172,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -193,8 +193,8 @@ gl_FragCoord origin is upper left
0:45 Construct combined texture-sampler ( temp sampler2DShadow)
0:45 'g_tTex2df4' ( uniform texture2D)
0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:45 c2: direct index for structure ( uniform 2-component vector of float)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
@@ -209,8 +209,8 @@ gl_FragCoord origin is upper left
0:46 Construct combined texture-sampler ( temp isampler2DShadow)
0:46 'g_tTex2di4' ( uniform itexture2D)
0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:46 c2: direct index for structure ( uniform 2-component vector of float)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
@@ -225,8 +225,8 @@ gl_FragCoord origin is upper left
0:47 Construct combined texture-sampler ( temp usampler2DShadow)
0:47 'g_tTex2du4' ( uniform utexture2D)
0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:47 c2: direct index for structure ( uniform 2-component vector of float)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:47 Constant:
0:47 1 (const uint)
0:47 Constant:
@@ -241,8 +241,8 @@ gl_FragCoord origin is upper left
0:49 Construct combined texture-sampler ( temp sampler2DShadow)
0:49 'g_tTex2df4' ( uniform texture2D)
0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:49 c2: direct index for structure ( uniform 2-component vector of float)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:49 Constant:
0:49 1 (const uint)
0:49 Constant:
@@ -263,8 +263,8 @@ gl_FragCoord origin is upper left
0:50 Construct combined texture-sampler ( temp isampler2DShadow)
0:50 'g_tTex2di4' ( uniform itexture2D)
0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:50 c2: direct index for structure ( uniform 2-component vector of float)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:50 Constant:
0:50 1 (const uint)
0:50 Constant:
@@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
0:51 Construct combined texture-sampler ( temp usampler2DShadow)
0:51 'g_tTex2du4' ( uniform utexture2D)
0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
0:51 c2: direct index for structure ( uniform 2-component vector of float)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
@@ -353,9 +353,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -351,9 +351,9 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -711,9 +711,9 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -11,8 +11,8 @@ gl_FragCoord origin is upper left
0:6 Constant:
0:6 255.001953
0:6 vector swizzle ( temp 4-component vector of float)
0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
0:6 col4: direct index for structure ( uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:6 Constant:
0:6 0 (const uint)
0:6 Sequence
@@ -31,8 +31,8 @@ gl_FragCoord origin is upper left
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:5 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
Linked fragment stage:
@@ -50,8 +50,8 @@ gl_FragCoord origin is upper left
0:6 Constant:
0:6 255.001953
0:6 vector swizzle ( temp 4-component vector of float)
0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
0:6 col4: direct index for structure ( uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:6 Constant:
0:6 0 (const uint)
0:6 Sequence
@@ -70,8 +70,8 @@ gl_FragCoord origin is upper left
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:5 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
// Module Version 10000
// Generated by (magic number): 80001

View File

@@ -10,8 +10,8 @@ gl_FragCoord origin is upper left
0:16 'r00' ( temp uint)
0:16 bitCount ( temp uint)
0:16 Convert float to uint ( temp uint)
0:16 f: direct index for structure (layout( offset=8) uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
0:16 f: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
@@ -19,8 +19,8 @@ gl_FragCoord origin is upper left
0:17 'r01' ( temp 2-component vector of uint)
0:17 bitFieldReverse ( temp 2-component vector of uint)
0:17 Convert float to uint ( temp 2-component vector of uint)
0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
0:17 f2: direct index for structure ( uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child ( temp 4-component vector of float)
@@ -46,8 +46,8 @@ gl_FragCoord origin is upper left
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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 i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
Linked fragment stage:
@@ -64,8 +64,8 @@ gl_FragCoord origin is upper left
0:16 'r00' ( temp uint)
0:16 bitCount ( temp uint)
0:16 Convert float to uint ( temp uint)
0:16 f: direct index for structure (layout( offset=8) uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
0:16 f: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
@@ -73,8 +73,8 @@ gl_FragCoord origin is upper left
0:17 'r01' ( temp 2-component vector of uint)
0:17 bitFieldReverse ( temp 2-component vector of uint)
0:17 Convert float to uint ( temp 2-component vector of uint)
0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
0:17 f2: direct index for structure ( uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child ( temp 4-component vector of float)
@@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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 i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
// Module Version 10000
// Generated by (magic number): 80001

File diff suppressed because it is too large Load Diff

View File

@@ -6,8 +6,8 @@ gl_FragCoord origin is upper left
0:20 Function Parameters:
0:? Sequence
0:37 clamp ( temp float)
0:37 fpos: direct index for structure (layout( offset=52) uniform float)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
0:37 fpos: direct index for structure ( uniform float)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
0:37 Constant:
0:37 9 (const uint)
0:37 Constant:
@@ -94,10 +94,10 @@ gl_FragCoord origin is upper left
0:20 Constant:
0:20 0 (const int)
0:? Linker Objects
0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
0:? 'g_tTex1df4' ( uniform texture1D)
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 i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
Linked fragment stage:
@@ -110,8 +110,8 @@ gl_FragCoord origin is upper left
0:20 Function Parameters:
0:? Sequence
0:37 clamp ( temp float)
0:37 fpos: direct index for structure (layout( offset=52) uniform float)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
0:37 fpos: direct index for structure ( uniform float)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
0:37 Constant:
0:37 9 (const uint)
0:37 Constant:
@@ -198,14 +198,14 @@ gl_FragCoord origin is upper left
0:20 Constant:
0:20 0 (const int)
0:? Linker Objects
0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
0:? 'g_tTex1df4' ( uniform texture1D)
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 i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 81
// Id's are bound by 80
Capability Shader
Capability Sampled1D
@@ -242,7 +242,7 @@ gl_FragCoord origin is upper left
Name 57 "sizeQueryTemp"
Name 66 "ps_output"
Name 74 "color"
Name 80 "g_tTexbfs"
Name 79 "g_tTexbfs"
MemberDecorate 17($Global) 0 Offset 0
MemberDecorate 17($Global) 1 Offset 4
MemberDecorate 17($Global) 2 Offset 8
@@ -257,7 +257,8 @@ gl_FragCoord origin is upper left
Decorate 19 DescriptorSet 0
Decorate 31(g_tTex1df4) DescriptorSet 0
Decorate 74(color) Location 0
Decorate 80(g_tTexbfs) DescriptorSet 0
Decorate 79(g_tTexbfs) DescriptorSet 0
Decorate 79(g_tTexbfs) NonWritable
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -288,10 +289,9 @@ gl_FragCoord origin is upper left
68: TypePointer Function 7(fvec4)
73: TypePointer Output 7(fvec4)
74(color): 73(ptr) Variable Output
77: TypeImage 6(float) Buffer sampled format:R32f
78: TypeSampledImage 77
79: TypePointer UniformConstant 78
80(g_tTexbfs): 79(ptr) Variable UniformConstant
77: TypeImage 6(float) Buffer nonsampled format:R32f
78: TypePointer UniformConstant 77
79(g_tTexbfs): 78(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
75:8(PS_OUTPUT) FunctionCall 10(@main()

View File

@@ -7,122 +7,122 @@ gl_FragCoord origin is upper left
0:? Sequence
0:32 textureFetch ( temp 4-component vector of float)
0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
0:32 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:32 c2: direct index for structure ( uniform 2-component vector of int)
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:32 Constant:
0:32 1 (const uint)
0:32 Constant:
0:32 3 (const int)
0:33 textureFetch ( temp 4-component vector of int)
0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:33 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:33 c2: direct index for structure ( uniform 2-component vector of int)
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:33 Constant:
0:33 1 (const uint)
0:33 Constant:
0:33 3 (const int)
0:34 textureFetch ( temp 4-component vector of uint)
0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:34 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:34 c2: direct index for structure ( uniform 2-component vector of int)
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:34 Constant:
0:34 1 (const uint)
0:34 Constant:
0:34 3 (const int)
0:37 textureFetchOffset ( temp 4-component vector of float)
0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
0:37 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:37 c2: direct index for structure ( uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:37 Constant:
0:37 1 (const uint)
0:37 Constant:
0:37 3 (const int)
0:37 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:37 o2: direct index for structure ( uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:37 Constant:
0:37 5 (const uint)
0:38 textureFetchOffset ( temp 4-component vector of int)
0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:38 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:38 c2: direct index for structure ( uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 3 (const int)
0:38 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:38 o2: direct index for structure ( uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:38 Constant:
0:38 5 (const uint)
0:39 textureFetchOffset ( temp 4-component vector of uint)
0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:39 c2: direct index for structure ( uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 3 (const int)
0:39 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:39 o2: direct index for structure ( uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:39 Constant:
0:39 5 (const uint)
0:42 textureFetch ( temp 4-component vector of float)
0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:42 c3: direct index for structure ( uniform 3-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:42 Constant:
0:42 2 (const uint)
0:42 Constant:
0:42 3 (const int)
0:43 textureFetch ( temp 4-component vector of int)
0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:43 c3: direct index for structure ( uniform 3-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:43 Constant:
0:43 2 (const uint)
0:43 Constant:
0:43 3 (const int)
0:44 textureFetch ( temp 4-component vector of uint)
0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:44 c3: direct index for structure ( uniform 3-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 3 (const int)
0:47 textureFetchOffset ( temp 4-component vector of float)
0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:47 c3: direct index for structure ( uniform 3-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
0:47 3 (const int)
0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:47 o2: direct index for structure ( uniform 2-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:47 Constant:
0:47 5 (const uint)
0:48 textureFetchOffset ( temp 4-component vector of int)
0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:48 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:48 c3: direct index for structure ( uniform 3-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:48 Constant:
0:48 2 (const uint)
0:48 Constant:
0:48 3 (const int)
0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:48 o2: direct index for structure ( uniform 2-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:48 Constant:
0:48 5 (const uint)
0:49 textureFetchOffset ( temp 4-component vector of uint)
0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 c3: direct index for structure ( uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 2 (const uint)
0:49 Constant:
0:49 3 (const int)
0:49 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 o2: direct index for structure ( uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 5 (const uint)
0:51 move second child to first child ( temp 4-component vector of float)
@@ -171,9 +171,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -187,122 +187,122 @@ gl_FragCoord origin is upper left
0:? Sequence
0:32 textureFetch ( temp 4-component vector of float)
0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
0:32 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:32 c2: direct index for structure ( uniform 2-component vector of int)
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:32 Constant:
0:32 1 (const uint)
0:32 Constant:
0:32 3 (const int)
0:33 textureFetch ( temp 4-component vector of int)
0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:33 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:33 c2: direct index for structure ( uniform 2-component vector of int)
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:33 Constant:
0:33 1 (const uint)
0:33 Constant:
0:33 3 (const int)
0:34 textureFetch ( temp 4-component vector of uint)
0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:34 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:34 c2: direct index for structure ( uniform 2-component vector of int)
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:34 Constant:
0:34 1 (const uint)
0:34 Constant:
0:34 3 (const int)
0:37 textureFetchOffset ( temp 4-component vector of float)
0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
0:37 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:37 c2: direct index for structure ( uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:37 Constant:
0:37 1 (const uint)
0:37 Constant:
0:37 3 (const int)
0:37 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:37 o2: direct index for structure ( uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:37 Constant:
0:37 5 (const uint)
0:38 textureFetchOffset ( temp 4-component vector of int)
0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:38 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:38 c2: direct index for structure ( uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 3 (const int)
0:38 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:38 o2: direct index for structure ( uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:38 Constant:
0:38 5 (const uint)
0:39 textureFetchOffset ( temp 4-component vector of uint)
0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:39 c2: direct index for structure ( uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 3 (const int)
0:39 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:39 o2: direct index for structure ( uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:39 Constant:
0:39 5 (const uint)
0:42 textureFetch ( temp 4-component vector of float)
0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:42 c3: direct index for structure ( uniform 3-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:42 Constant:
0:42 2 (const uint)
0:42 Constant:
0:42 3 (const int)
0:43 textureFetch ( temp 4-component vector of int)
0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:43 c3: direct index for structure ( uniform 3-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:43 Constant:
0:43 2 (const uint)
0:43 Constant:
0:43 3 (const int)
0:44 textureFetch ( temp 4-component vector of uint)
0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:44 c3: direct index for structure ( uniform 3-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 3 (const int)
0:47 textureFetchOffset ( temp 4-component vector of float)
0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:47 c3: direct index for structure ( uniform 3-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
0:47 3 (const int)
0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:47 o2: direct index for structure ( uniform 2-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:47 Constant:
0:47 5 (const uint)
0:48 textureFetchOffset ( temp 4-component vector of int)
0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:48 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:48 c3: direct index for structure ( uniform 3-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:48 Constant:
0:48 2 (const uint)
0:48 Constant:
0:48 3 (const int)
0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:48 o2: direct index for structure ( uniform 2-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:48 Constant:
0:48 5 (const uint)
0:49 textureFetchOffset ( temp 4-component vector of uint)
0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 c3: direct index for structure ( uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 2 (const uint)
0:49 Constant:
0:49 3 (const int)
0:49 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 o2: direct index for structure ( uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 5 (const uint)
0:51 move second child to first child ( temp 4-component vector of float)
@@ -351,9 +351,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -8,8 +8,8 @@ gl_FragCoord origin is upper left
0:52 textureFetch ( temp 4-component vector of float)
0:52 'g_tTex1df4a' ( uniform texture1DArray)
0:52 vector swizzle ( temp 2-component vector of int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
@@ -18,8 +18,8 @@ gl_FragCoord origin is upper left
0:52 Constant:
0:52 1 (const int)
0:52 direct index ( temp int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
@@ -27,8 +27,8 @@ gl_FragCoord origin is upper left
0:53 textureFetch ( temp 4-component vector of int)
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
0:53 vector swizzle ( temp 2-component vector of int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
@@ -37,8 +37,8 @@ gl_FragCoord origin is upper left
0:53 Constant:
0:53 1 (const int)
0:53 direct index ( temp int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
@@ -46,8 +46,8 @@ gl_FragCoord origin is upper left
0:54 textureFetch ( temp 4-component vector of uint)
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
0:54 vector swizzle ( temp 2-component vector of int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
@@ -56,8 +56,8 @@ gl_FragCoord origin is upper left
0:54 Constant:
0:54 1 (const int)
0:54 direct index ( temp int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
@@ -65,8 +65,8 @@ gl_FragCoord origin is upper left
0:57 textureFetch ( temp 4-component vector of float)
0:57 'g_tTex2df4a' ( uniform texture2DArray)
0:57 vector swizzle ( temp 3-component vector of int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
@@ -77,8 +77,8 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index ( temp int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
@@ -86,8 +86,8 @@ gl_FragCoord origin is upper left
0:58 textureFetch ( temp 4-component vector of int)
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
0:58 vector swizzle ( temp 3-component vector of int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
@@ -98,8 +98,8 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index ( temp int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
@@ -107,8 +107,8 @@ gl_FragCoord origin is upper left
0:59 textureFetch ( temp 4-component vector of uint)
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
0:59 vector swizzle ( temp 3-component vector of int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
@@ -119,8 +119,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index ( temp int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
@@ -186,9 +186,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -203,8 +203,8 @@ gl_FragCoord origin is upper left
0:52 textureFetch ( temp 4-component vector of float)
0:52 'g_tTex1df4a' ( uniform texture1DArray)
0:52 vector swizzle ( temp 2-component vector of int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
@@ -213,8 +213,8 @@ gl_FragCoord origin is upper left
0:52 Constant:
0:52 1 (const int)
0:52 direct index ( temp int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
@@ -222,8 +222,8 @@ gl_FragCoord origin is upper left
0:53 textureFetch ( temp 4-component vector of int)
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
0:53 vector swizzle ( temp 2-component vector of int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
@@ -232,8 +232,8 @@ gl_FragCoord origin is upper left
0:53 Constant:
0:53 1 (const int)
0:53 direct index ( temp int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
@@ -241,8 +241,8 @@ gl_FragCoord origin is upper left
0:54 textureFetch ( temp 4-component vector of uint)
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
0:54 vector swizzle ( temp 2-component vector of int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
@@ -251,8 +251,8 @@ gl_FragCoord origin is upper left
0:54 Constant:
0:54 1 (const int)
0:54 direct index ( temp int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
@@ -260,8 +260,8 @@ gl_FragCoord origin is upper left
0:57 textureFetch ( temp 4-component vector of float)
0:57 'g_tTex2df4a' ( uniform texture2DArray)
0:57 vector swizzle ( temp 3-component vector of int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
@@ -272,8 +272,8 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index ( temp int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
@@ -281,8 +281,8 @@ gl_FragCoord origin is upper left
0:58 textureFetch ( temp 4-component vector of int)
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
0:58 vector swizzle ( temp 3-component vector of int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
@@ -293,8 +293,8 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index ( temp int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
@@ -302,8 +302,8 @@ gl_FragCoord origin is upper left
0:59 textureFetch ( temp 4-component vector of uint)
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
0:59 vector swizzle ( temp 3-component vector of int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
@@ -314,8 +314,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index ( temp int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
@@ -381,9 +381,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -8,16 +8,16 @@ gl_FragCoord origin is upper left
0:52 textureFetch ( temp 4-component vector of float)
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:52 vector swizzle ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
@@ -25,16 +25,16 @@ gl_FragCoord origin is upper left
0:53 textureFetch ( temp 4-component vector of int)
0:53 'g_tTex1di4' ( uniform itexture1D)
0:53 vector swizzle ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
@@ -42,16 +42,16 @@ gl_FragCoord origin is upper left
0:54 textureFetch ( temp 4-component vector of uint)
0:54 'g_tTex1du4' ( uniform utexture1D)
0:54 vector swizzle ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Constant:
@@ -59,8 +59,8 @@ gl_FragCoord origin is upper left
0:57 textureFetch ( temp 4-component vector of float)
0:57 'g_tTex2df4' ( uniform texture2D)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@@ -69,8 +69,8 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
@@ -78,8 +78,8 @@ gl_FragCoord origin is upper left
0:58 textureFetch ( temp 4-component vector of int)
0:58 'g_tTex2di4' ( uniform itexture2D)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@@ -88,8 +88,8 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
@@ -97,8 +97,8 @@ gl_FragCoord origin is upper left
0:59 textureFetch ( temp 4-component vector of uint)
0:59 'g_tTex2du4' ( uniform utexture2D)
0:59 vector swizzle ( temp 2-component vector of int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Sequence
@@ -107,8 +107,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 1 (const int)
0:59 direct index ( temp int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
@@ -116,8 +116,8 @@ gl_FragCoord origin is upper left
0:62 textureFetch ( temp 4-component vector of float)
0:62 'g_tTex3df4' ( uniform texture3D)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@@ -128,8 +128,8 @@ gl_FragCoord origin is upper left
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
@@ -137,8 +137,8 @@ gl_FragCoord origin is upper left
0:63 textureFetch ( temp 4-component vector of int)
0:63 'g_tTex3di4' ( uniform itexture3D)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@@ -149,8 +149,8 @@ gl_FragCoord origin is upper left
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
@@ -158,8 +158,8 @@ gl_FragCoord origin is upper left
0:64 textureFetch ( temp 4-component vector of uint)
0:64 'g_tTex3du4' ( uniform utexture3D)
0:64 vector swizzle ( temp 3-component vector of int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
@@ -170,8 +170,8 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 2 (const int)
0:64 direct index ( temp int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
@@ -237,9 +237,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -254,16 +254,16 @@ gl_FragCoord origin is upper left
0:52 textureFetch ( temp 4-component vector of float)
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:52 vector swizzle ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
@@ -271,16 +271,16 @@ gl_FragCoord origin is upper left
0:53 textureFetch ( temp 4-component vector of int)
0:53 'g_tTex1di4' ( uniform itexture1D)
0:53 vector swizzle ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
@@ -288,16 +288,16 @@ gl_FragCoord origin is upper left
0:54 textureFetch ( temp 4-component vector of uint)
0:54 'g_tTex1du4' ( uniform utexture1D)
0:54 vector swizzle ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Constant:
@@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
0:57 textureFetch ( temp 4-component vector of float)
0:57 'g_tTex2df4' ( uniform texture2D)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@@ -315,8 +315,8 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
@@ -324,8 +324,8 @@ gl_FragCoord origin is upper left
0:58 textureFetch ( temp 4-component vector of int)
0:58 'g_tTex2di4' ( uniform itexture2D)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@@ -334,8 +334,8 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
@@ -343,8 +343,8 @@ gl_FragCoord origin is upper left
0:59 textureFetch ( temp 4-component vector of uint)
0:59 'g_tTex2du4' ( uniform utexture2D)
0:59 vector swizzle ( temp 2-component vector of int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Sequence
@@ -353,8 +353,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 1 (const int)
0:59 direct index ( temp int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
@@ -362,8 +362,8 @@ gl_FragCoord origin is upper left
0:62 textureFetch ( temp 4-component vector of float)
0:62 'g_tTex3df4' ( uniform texture3D)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@@ -374,8 +374,8 @@ gl_FragCoord origin is upper left
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
@@ -383,8 +383,8 @@ gl_FragCoord origin is upper left
0:63 textureFetch ( temp 4-component vector of int)
0:63 'g_tTex3di4' ( uniform itexture3D)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@@ -395,8 +395,8 @@ gl_FragCoord origin is upper left
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
@@ -404,8 +404,8 @@ gl_FragCoord origin is upper left
0:64 textureFetch ( temp 4-component vector of uint)
0:64 'g_tTex3du4' ( uniform utexture3D)
0:64 vector swizzle ( temp 3-component vector of int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
@@ -416,8 +416,8 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 2 (const int)
0:64 direct index ( temp int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
@@ -483,9 +483,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -7,16 +7,16 @@ Shader version: 450
0:51 textureFetch ( temp 4-component vector of float)
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:51 vector swizzle ( temp int)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c2: direct index for structure ( uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 1 (const uint)
0:51 Sequence
0:51 Constant:
0:51 0 (const int)
0:51 direct index ( temp int)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c2: direct index for structure ( uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
@@ -24,16 +24,16 @@ Shader version: 450
0:52 textureFetch ( temp 4-component vector of int)
0:52 'g_tTex1di4' ( uniform itexture1D)
0:52 vector swizzle ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
@@ -41,16 +41,16 @@ Shader version: 450
0:53 textureFetch ( temp 4-component vector of uint)
0:53 'g_tTex1du4' ( uniform utexture1D)
0:53 vector swizzle ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
@@ -58,8 +58,8 @@ Shader version: 450
0:56 textureFetch ( temp 4-component vector of float)
0:56 'g_tTex2df4' ( uniform texture2D)
0:56 vector swizzle ( temp 2-component vector of int)
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 c3: direct index for structure ( uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:56 Sequence
@@ -68,8 +68,8 @@ Shader version: 450
0:56 Constant:
0:56 1 (const int)
0:56 direct index ( temp int)
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 c3: direct index for structure ( uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:56 Constant:
@@ -77,8 +77,8 @@ Shader version: 450
0:57 textureFetch ( temp 4-component vector of int)
0:57 'g_tTex2di4' ( uniform itexture2D)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@@ -87,8 +87,8 @@ Shader version: 450
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
@@ -96,8 +96,8 @@ Shader version: 450
0:58 textureFetch ( temp 4-component vector of uint)
0:58 'g_tTex2du4' ( uniform utexture2D)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@@ -106,8 +106,8 @@ Shader version: 450
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
@@ -115,8 +115,8 @@ Shader version: 450
0:61 textureFetch ( temp 4-component vector of float)
0:61 'g_tTex3df4' ( uniform texture3D)
0:61 vector swizzle ( temp 3-component vector of int)
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:61 c4: direct index for structure ( uniform 4-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:61 Constant:
0:61 3 (const uint)
0:61 Sequence
@@ -127,8 +127,8 @@ Shader version: 450
0:61 Constant:
0:61 2 (const int)
0:61 direct index ( temp int)
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:61 c4: direct index for structure ( uniform 4-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:61 Constant:
0:61 3 (const uint)
0:61 Constant:
@@ -136,8 +136,8 @@ Shader version: 450
0:62 textureFetch ( temp 4-component vector of int)
0:62 'g_tTex3di4' ( uniform itexture3D)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@@ -148,8 +148,8 @@ Shader version: 450
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
@@ -157,8 +157,8 @@ Shader version: 450
0:63 textureFetch ( temp 4-component vector of uint)
0:63 'g_tTex3du4' ( uniform utexture3D)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@@ -169,8 +169,8 @@ Shader version: 450
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
@@ -220,8 +220,8 @@ Shader version: 450
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput' (layout( location=0) out structure{})
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:
@@ -235,16 +235,16 @@ Shader version: 450
0:51 textureFetch ( temp 4-component vector of float)
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:51 vector swizzle ( temp int)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c2: direct index for structure ( uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 1 (const uint)
0:51 Sequence
0:51 Constant:
0:51 0 (const int)
0:51 direct index ( temp int)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c2: direct index for structure ( uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
@@ -252,16 +252,16 @@ Shader version: 450
0:52 textureFetch ( temp 4-component vector of int)
0:52 'g_tTex1di4' ( uniform itexture1D)
0:52 vector swizzle ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
@@ -269,16 +269,16 @@ Shader version: 450
0:53 textureFetch ( temp 4-component vector of uint)
0:53 'g_tTex1du4' ( uniform utexture1D)
0:53 vector swizzle ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
@@ -286,8 +286,8 @@ Shader version: 450
0:56 textureFetch ( temp 4-component vector of float)
0:56 'g_tTex2df4' ( uniform texture2D)
0:56 vector swizzle ( temp 2-component vector of int)
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 c3: direct index for structure ( uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:56 Sequence
@@ -296,8 +296,8 @@ Shader version: 450
0:56 Constant:
0:56 1 (const int)
0:56 direct index ( temp int)
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 c3: direct index for structure ( uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:56 Constant:
@@ -305,8 +305,8 @@ Shader version: 450
0:57 textureFetch ( temp 4-component vector of int)
0:57 'g_tTex2di4' ( uniform itexture2D)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@@ -315,8 +315,8 @@ Shader version: 450
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
@@ -324,8 +324,8 @@ Shader version: 450
0:58 textureFetch ( temp 4-component vector of uint)
0:58 'g_tTex2du4' ( uniform utexture2D)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@@ -334,8 +334,8 @@ Shader version: 450
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
@@ -343,8 +343,8 @@ Shader version: 450
0:61 textureFetch ( temp 4-component vector of float)
0:61 'g_tTex3df4' ( uniform texture3D)
0:61 vector swizzle ( temp 3-component vector of int)
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:61 c4: direct index for structure ( uniform 4-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:61 Constant:
0:61 3 (const uint)
0:61 Sequence
@@ -355,8 +355,8 @@ Shader version: 450
0:61 Constant:
0:61 2 (const int)
0:61 direct index ( temp int)
0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:61 c4: direct index for structure ( uniform 4-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:61 Constant:
0:61 3 (const uint)
0:61 Constant:
@@ -364,8 +364,8 @@ Shader version: 450
0:62 textureFetch ( temp 4-component vector of int)
0:62 'g_tTex3di4' ( uniform itexture3D)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@@ -376,8 +376,8 @@ Shader version: 450
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
@@ -385,8 +385,8 @@ Shader version: 450
0:63 textureFetch ( temp 4-component vector of uint)
0:63 'g_tTex3du4' ( uniform utexture3D)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@@ -397,8 +397,8 @@ Shader version: 450
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
@@ -448,8 +448,8 @@ Shader version: 450
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput' (layout( location=0) out structure{})
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

View File

@@ -8,28 +8,28 @@ gl_FragCoord origin is upper left
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of float)
0:28 'r00' ( temp 4-component vector of float)
0:28 textureFetch ( temp 4-component vector of float)
0:28 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer)
0:28 c1: direct index for structure (layout( offset=0) uniform int)
0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:28 imageLoad ( temp 4-component vector of float)
0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
0:28 c1: direct index for structure ( uniform int)
0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of int)
0:29 'r01' ( temp 4-component vector of int)
0:29 textureFetch ( temp 4-component vector of int)
0:29 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer)
0:29 c1: direct index for structure (layout( offset=0) uniform int)
0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:29 imageLoad ( temp 4-component vector of int)
0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
0:29 c1: direct index for structure ( uniform int)
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of uint)
0:30 'r02' ( temp 4-component vector of uint)
0:30 textureFetch ( temp 4-component vector of uint)
0:30 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer)
0:30 c1: direct index for structure (layout( offset=0) uniform int)
0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:30 imageLoad ( temp 4-component vector of uint)
0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
0:30 c1: direct index for structure ( uniform int)
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child ( temp 4-component vector of float)
@@ -71,13 +71,13 @@ gl_FragCoord origin is upper left
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
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:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) readonly uniform imageBuffer)
0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -92,28 +92,28 @@ gl_FragCoord origin is upper left
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of float)
0:28 'r00' ( temp 4-component vector of float)
0:28 textureFetch ( temp 4-component vector of float)
0:28 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer)
0:28 c1: direct index for structure (layout( offset=0) uniform int)
0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:28 imageLoad ( temp 4-component vector of float)
0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
0:28 c1: direct index for structure ( uniform int)
0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of int)
0:29 'r01' ( temp 4-component vector of int)
0:29 textureFetch ( temp 4-component vector of int)
0:29 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer)
0:29 c1: direct index for structure (layout( offset=0) uniform int)
0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:29 imageLoad ( temp 4-component vector of int)
0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
0:29 c1: direct index for structure ( uniform int)
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of uint)
0:30 'r02' ( temp 4-component vector of uint)
0:30 textureFetch ( temp 4-component vector of uint)
0:30 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer)
0:30 c1: direct index for structure (layout( offset=0) uniform int)
0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:30 imageLoad ( temp 4-component vector of uint)
0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
0:30 c1: direct index for structure ( uniform int)
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child ( temp 4-component vector of float)
@@ -155,23 +155,23 @@ gl_FragCoord origin is upper left
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
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:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) readonly uniform imageBuffer)
0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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
// Id's are bound by 78
// Id's are bound by 72
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 70 74
EntryPoint Fragment 4 "main" 64 68
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "PS_OUTPUT"
@@ -179,43 +179,47 @@ gl_FragCoord origin is upper left
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "r00"
Name 17 "g_tTexbf4"
Name 23 "$Global"
MemberName 23($Global) 0 "c1"
MemberName 23($Global) 1 "c2"
MemberName 23($Global) 2 "c3"
MemberName 23($Global) 3 "c4"
MemberName 23($Global) 4 "o1"
MemberName 23($Global) 5 "o2"
MemberName 23($Global) 6 "o3"
MemberName 23($Global) 7 "o4"
Name 25 ""
Name 33 "r01"
Name 37 "g_tTexbi4"
Name 46 "r02"
Name 50 "g_tTexbu4"
Name 57 "psout"
Name 67 "flattenTemp"
Name 70 "Color"
Name 74 "Depth"
Name 77 "g_tTexbf4_test"
Decorate 17(g_tTexbf4) DescriptorSet 0
MemberDecorate 23($Global) 0 Offset 0
MemberDecorate 23($Global) 1 Offset 8
MemberDecorate 23($Global) 2 Offset 16
MemberDecorate 23($Global) 3 Offset 32
MemberDecorate 23($Global) 4 Offset 48
MemberDecorate 23($Global) 5 Offset 56
MemberDecorate 23($Global) 6 Offset 64
MemberDecorate 23($Global) 7 Offset 80
Decorate 23($Global) Block
Decorate 25 DescriptorSet 0
Decorate 37(g_tTexbi4) DescriptorSet 0
Decorate 50(g_tTexbu4) DescriptorSet 0
Decorate 70(Color) Location 0
Decorate 74(Depth) BuiltIn FragDepth
Decorate 77(g_tTexbf4_test) DescriptorSet 0
Decorate 77(g_tTexbf4_test) Binding 0
Name 16 "g_tTexbf4"
Name 22 "$Global"
MemberName 22($Global) 0 "c1"
MemberName 22($Global) 1 "c2"
MemberName 22($Global) 2 "c3"
MemberName 22($Global) 3 "c4"
MemberName 22($Global) 4 "o1"
MemberName 22($Global) 5 "o2"
MemberName 22($Global) 6 "o3"
MemberName 22($Global) 7 "o4"
Name 24 ""
Name 31 "r01"
Name 34 "g_tTexbi4"
Name 42 "r02"
Name 45 "g_tTexbu4"
Name 51 "psout"
Name 61 "flattenTemp"
Name 64 "Color"
Name 68 "Depth"
Name 71 "g_tTexbf4_test"
Decorate 16(g_tTexbf4) DescriptorSet 0
Decorate 16(g_tTexbf4) NonWritable
MemberDecorate 22($Global) 0 Offset 0
MemberDecorate 22($Global) 1 Offset 8
MemberDecorate 22($Global) 2 Offset 16
MemberDecorate 22($Global) 3 Offset 32
MemberDecorate 22($Global) 4 Offset 48
MemberDecorate 22($Global) 5 Offset 56
MemberDecorate 22($Global) 6 Offset 64
MemberDecorate 22($Global) 7 Offset 80
Decorate 22($Global) Block
Decorate 24 DescriptorSet 0
Decorate 34(g_tTexbi4) DescriptorSet 0
Decorate 34(g_tTexbi4) NonWritable
Decorate 45(g_tTexbu4) DescriptorSet 0
Decorate 45(g_tTexbu4) NonWritable
Decorate 64(Color) Location 0
Decorate 68(Depth) BuiltIn FragDepth
Decorate 71(g_tTexbf4_test) DescriptorSet 0
Decorate 71(g_tTexbf4_test) Binding 0
Decorate 71(g_tTexbf4_test) NonWritable
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -223,82 +227,76 @@ gl_FragCoord origin is upper left
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypePointer Function 7(fvec4)
14: TypeImage 6(float) Buffer sampled format:Rgba32f
15: TypeSampledImage 14
16: TypePointer UniformConstant 15
17(g_tTexbf4): 16(ptr) Variable UniformConstant
19: TypeInt 32 1
20: TypeVector 19(int) 2
21: TypeVector 19(int) 3
22: TypeVector 19(int) 4
23($Global): TypeStruct 19(int) 20(ivec2) 21(ivec3) 22(ivec4) 19(int) 20(ivec2) 21(ivec3) 22(ivec4)
24: TypePointer Uniform 23($Global)
25: 24(ptr) Variable Uniform
26: 19(int) Constant 0
27: TypePointer Uniform 19(int)
32: TypePointer Function 22(ivec4)
34: TypeImage 19(int) Buffer sampled format:Rgba32i
35: TypeSampledImage 34
36: TypePointer UniformConstant 35
37(g_tTexbi4): 36(ptr) Variable UniformConstant
43: TypeInt 32 0
44: TypeVector 43(int) 4
45: TypePointer Function 44(ivec4)
47: TypeImage 43(int) Buffer sampled format:Rgba32ui
48: TypeSampledImage 47
49: TypePointer UniformConstant 48
50(g_tTexbu4): 49(ptr) Variable UniformConstant
56: TypePointer Function 8(PS_OUTPUT)
58: 6(float) Constant 1065353216
59: 7(fvec4) ConstantComposite 58 58 58 58
61: 19(int) Constant 1
62: TypePointer Function 6(float)
69: TypePointer Output 7(fvec4)
70(Color): 69(ptr) Variable Output
73: TypePointer Output 6(float)
74(Depth): 73(ptr) Variable Output
77(g_tTexbf4_test): 16(ptr) Variable UniformConstant
14: TypeImage 6(float) Buffer nonsampled format:Rgba32f
15: TypePointer UniformConstant 14
16(g_tTexbf4): 15(ptr) Variable UniformConstant
18: TypeInt 32 1
19: TypeVector 18(int) 2
20: TypeVector 18(int) 3
21: TypeVector 18(int) 4
22($Global): TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4)
23: TypePointer Uniform 22($Global)
24: 23(ptr) Variable Uniform
25: 18(int) Constant 0
26: TypePointer Uniform 18(int)
30: TypePointer Function 21(ivec4)
32: TypeImage 18(int) Buffer nonsampled format:Rgba32i
33: TypePointer UniformConstant 32
34(g_tTexbi4): 33(ptr) Variable UniformConstant
39: TypeInt 32 0
40: TypeVector 39(int) 4
41: TypePointer Function 40(ivec4)
43: TypeImage 39(int) Buffer nonsampled format:Rgba32ui
44: TypePointer UniformConstant 43
45(g_tTexbu4): 44(ptr) Variable UniformConstant
50: TypePointer Function 8(PS_OUTPUT)
52: 6(float) Constant 1065353216
53: 7(fvec4) ConstantComposite 52 52 52 52
55: 18(int) Constant 1
56: TypePointer Function 6(float)
63: TypePointer Output 7(fvec4)
64(Color): 63(ptr) Variable Output
67: TypePointer Output 6(float)
68(Depth): 67(ptr) Variable Output
71(g_tTexbf4_test): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
67(flattenTemp): 56(ptr) Variable Function
68:8(PS_OUTPUT) FunctionCall 10(@main()
Store 67(flattenTemp) 68
71: 12(ptr) AccessChain 67(flattenTemp) 26
72: 7(fvec4) Load 71
Store 70(Color) 72
75: 62(ptr) AccessChain 67(flattenTemp) 61
76: 6(float) Load 75
Store 74(Depth) 76
61(flattenTemp): 50(ptr) Variable Function
62:8(PS_OUTPUT) FunctionCall 10(@main()
Store 61(flattenTemp) 62
65: 12(ptr) AccessChain 61(flattenTemp) 25
66: 7(fvec4) Load 65
Store 64(Color) 66
69: 56(ptr) AccessChain 61(flattenTemp) 55
70: 6(float) Load 69
Store 68(Depth) 70
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(r00): 12(ptr) Variable Function
33(r01): 32(ptr) Variable Function
46(r02): 45(ptr) Variable Function
57(psout): 56(ptr) Variable Function
18: 15 Load 17(g_tTexbf4)
28: 27(ptr) AccessChain 25 26
29: 19(int) Load 28
30: 14 Image 18
31: 7(fvec4) ImageFetch 30 29
Store 13(r00) 31
38: 35 Load 37(g_tTexbi4)
39: 27(ptr) AccessChain 25 26
40: 19(int) Load 39
41: 34 Image 38
42: 22(ivec4) ImageFetch 41 40
Store 33(r01) 42
51: 48 Load 50(g_tTexbu4)
52: 27(ptr) AccessChain 25 26
53: 19(int) Load 52
54: 47 Image 51
55: 44(ivec4) ImageFetch 54 53
Store 46(r02) 55
60: 12(ptr) AccessChain 57(psout) 26
Store 60 59
63: 62(ptr) AccessChain 57(psout) 61
Store 63 58
64:8(PS_OUTPUT) Load 57(psout)
ReturnValue 64
31(r01): 30(ptr) Variable Function
42(r02): 41(ptr) Variable Function
51(psout): 50(ptr) Variable Function
17: 14 Load 16(g_tTexbf4)
27: 26(ptr) AccessChain 24 25
28: 18(int) Load 27
29: 7(fvec4) ImageRead 17 28
Store 13(r00) 29
35: 32 Load 34(g_tTexbi4)
36: 26(ptr) AccessChain 24 25
37: 18(int) Load 36
38: 21(ivec4) ImageRead 35 37
Store 31(r01) 38
46: 43 Load 45(g_tTexbu4)
47: 26(ptr) AccessChain 24 25
48: 18(int) Load 47
49: 40(ivec4) ImageRead 46 48
Store 42(r02) 49
54: 12(ptr) AccessChain 51(psout) 25
Store 54 53
57: 56(ptr) AccessChain 51(psout) 55
Store 57 52
58:8(PS_OUTPUT) Load 51(psout)
ReturnValue 58
FunctionEnd

View File

@@ -9,30 +9,30 @@ gl_FragCoord origin is upper left
0:28 move second child to first child ( temp float)
0:28 'r00' ( temp float)
0:28 Construct float ( temp float)
0:? textureFetch ( temp 4-component vector of float)
0:28 'g_tTexbfs' (layout( r32f) uniform samplerBuffer)
0:28 c1: direct index for structure (layout( offset=0) uniform int)
0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:? imageLoad ( temp 4-component vector of float)
0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
0:28 c1: direct index for structure ( uniform int)
0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'r01' ( temp int)
0:29 Construct int ( temp int)
0:? textureFetch ( temp 4-component vector of int)
0:29 'g_tTexbis' (layout( r32i) uniform isamplerBuffer)
0:29 c1: direct index for structure (layout( offset=0) uniform int)
0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:? imageLoad ( temp 4-component vector of int)
0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
0:29 c1: direct index for structure ( uniform int)
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child ( temp uint)
0:30 'r02' ( temp uint)
0:30 Construct uint ( temp uint)
0:? textureFetch ( temp 4-component vector of uint)
0:30 'g_tTexbus' (layout( r32ui) uniform usamplerBuffer)
0:30 c1: direct index for structure (layout( offset=0) uniform int)
0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:? imageLoad ( temp 4-component vector of uint)
0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
0:30 c1: direct index for structure ( uniform int)
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child ( temp 4-component vector of float)
@@ -74,13 +74,13 @@ gl_FragCoord origin is upper left
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
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:? 'g_tTexbfs_test' (layout( binding=0 r32f) readonly uniform imageBuffer)
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -96,30 +96,30 @@ gl_FragCoord origin is upper left
0:28 move second child to first child ( temp float)
0:28 'r00' ( temp float)
0:28 Construct float ( temp float)
0:? textureFetch ( temp 4-component vector of float)
0:28 'g_tTexbfs' (layout( r32f) uniform samplerBuffer)
0:28 c1: direct index for structure (layout( offset=0) uniform int)
0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:? imageLoad ( temp 4-component vector of float)
0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
0:28 c1: direct index for structure ( uniform int)
0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'r01' ( temp int)
0:29 Construct int ( temp int)
0:? textureFetch ( temp 4-component vector of int)
0:29 'g_tTexbis' (layout( r32i) uniform isamplerBuffer)
0:29 c1: direct index for structure (layout( offset=0) uniform int)
0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:? imageLoad ( temp 4-component vector of int)
0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
0:29 c1: direct index for structure ( uniform int)
0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child ( temp uint)
0:30 'r02' ( temp uint)
0:30 Construct uint ( temp uint)
0:? textureFetch ( temp 4-component vector of uint)
0:30 'g_tTexbus' (layout( r32ui) uniform usamplerBuffer)
0:30 c1: direct index for structure (layout( offset=0) uniform int)
0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:? imageLoad ( temp 4-component vector of uint)
0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
0:30 c1: direct index for structure ( uniform int)
0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child ( temp 4-component vector of float)
@@ -161,23 +161,23 @@ gl_FragCoord origin is upper left
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
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:? 'g_tTexbfs_test' (layout( binding=0 r32f) readonly uniform imageBuffer)
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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
// Id's are bound by 81
// Id's are bound by 75
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 73 77
EntryPoint Fragment 4 "main" 67 71
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "PS_OUTPUT"
@@ -185,43 +185,47 @@ gl_FragCoord origin is upper left
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "r00"
Name 17 "g_tTexbfs"
Name 23 "$Global"
MemberName 23($Global) 0 "c1"
MemberName 23($Global) 1 "c2"
MemberName 23($Global) 2 "c3"
MemberName 23($Global) 3 "c4"
MemberName 23($Global) 4 "o1"
MemberName 23($Global) 5 "o2"
MemberName 23($Global) 6 "o3"
MemberName 23($Global) 7 "o4"
Name 25 ""
Name 34 "r01"
Name 38 "g_tTexbis"
Name 47 "r02"
Name 51 "g_tTexbus"
Name 60 "psout"
Name 70 "flattenTemp"
Name 73 "Color"
Name 77 "Depth"
Name 80 "g_tTexbfs_test"
Decorate 17(g_tTexbfs) DescriptorSet 0
MemberDecorate 23($Global) 0 Offset 0
MemberDecorate 23($Global) 1 Offset 8
MemberDecorate 23($Global) 2 Offset 16
MemberDecorate 23($Global) 3 Offset 32
MemberDecorate 23($Global) 4 Offset 48
MemberDecorate 23($Global) 5 Offset 56
MemberDecorate 23($Global) 6 Offset 64
MemberDecorate 23($Global) 7 Offset 80
Decorate 23($Global) Block
Decorate 25 DescriptorSet 0
Decorate 38(g_tTexbis) DescriptorSet 0
Decorate 51(g_tTexbus) DescriptorSet 0
Decorate 73(Color) Location 0
Decorate 77(Depth) BuiltIn FragDepth
Decorate 80(g_tTexbfs_test) DescriptorSet 0
Decorate 80(g_tTexbfs_test) Binding 0
Name 16 "g_tTexbfs"
Name 22 "$Global"
MemberName 22($Global) 0 "c1"
MemberName 22($Global) 1 "c2"
MemberName 22($Global) 2 "c3"
MemberName 22($Global) 3 "c4"
MemberName 22($Global) 4 "o1"
MemberName 22($Global) 5 "o2"
MemberName 22($Global) 6 "o3"
MemberName 22($Global) 7 "o4"
Name 24 ""
Name 32 "r01"
Name 35 "g_tTexbis"
Name 43 "r02"
Name 46 "g_tTexbus"
Name 54 "psout"
Name 64 "flattenTemp"
Name 67 "Color"
Name 71 "Depth"
Name 74 "g_tTexbfs_test"
Decorate 16(g_tTexbfs) DescriptorSet 0
Decorate 16(g_tTexbfs) NonWritable
MemberDecorate 22($Global) 0 Offset 0
MemberDecorate 22($Global) 1 Offset 8
MemberDecorate 22($Global) 2 Offset 16
MemberDecorate 22($Global) 3 Offset 32
MemberDecorate 22($Global) 4 Offset 48
MemberDecorate 22($Global) 5 Offset 56
MemberDecorate 22($Global) 6 Offset 64
MemberDecorate 22($Global) 7 Offset 80
Decorate 22($Global) Block
Decorate 24 DescriptorSet 0
Decorate 35(g_tTexbis) DescriptorSet 0
Decorate 35(g_tTexbis) NonWritable
Decorate 46(g_tTexbus) DescriptorSet 0
Decorate 46(g_tTexbus) NonWritable
Decorate 67(Color) Location 0
Decorate 71(Depth) BuiltIn FragDepth
Decorate 74(g_tTexbfs_test) DescriptorSet 0
Decorate 74(g_tTexbfs_test) Binding 0
Decorate 74(g_tTexbfs_test) NonWritable
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -229,85 +233,79 @@ gl_FragCoord origin is upper left
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypePointer Function 6(float)
14: TypeImage 6(float) Buffer sampled format:R32f
15: TypeSampledImage 14
16: TypePointer UniformConstant 15
17(g_tTexbfs): 16(ptr) Variable UniformConstant
19: TypeInt 32 1
20: TypeVector 19(int) 2
21: TypeVector 19(int) 3
22: TypeVector 19(int) 4
23($Global): TypeStruct 19(int) 20(ivec2) 21(ivec3) 22(ivec4) 19(int) 20(ivec2) 21(ivec3) 22(ivec4)
24: TypePointer Uniform 23($Global)
25: 24(ptr) Variable Uniform
26: 19(int) Constant 0
27: TypePointer Uniform 19(int)
33: TypePointer Function 19(int)
35: TypeImage 19(int) Buffer sampled format:R32i
36: TypeSampledImage 35
37: TypePointer UniformConstant 36
38(g_tTexbis): 37(ptr) Variable UniformConstant
45: TypeInt 32 0
46: TypePointer Function 45(int)
48: TypeImage 45(int) Buffer sampled format:R32ui
49: TypeSampledImage 48
50: TypePointer UniformConstant 49
51(g_tTexbus): 50(ptr) Variable UniformConstant
56: TypeVector 45(int) 4
59: TypePointer Function 8(PS_OUTPUT)
61: 6(float) Constant 1065353216
62: 7(fvec4) ConstantComposite 61 61 61 61
63: TypePointer Function 7(fvec4)
65: 19(int) Constant 1
72: TypePointer Output 7(fvec4)
73(Color): 72(ptr) Variable Output
76: TypePointer Output 6(float)
77(Depth): 76(ptr) Variable Output
80(g_tTexbfs_test): 16(ptr) Variable UniformConstant
14: TypeImage 6(float) Buffer nonsampled format:R32f
15: TypePointer UniformConstant 14
16(g_tTexbfs): 15(ptr) Variable UniformConstant
18: TypeInt 32 1
19: TypeVector 18(int) 2
20: TypeVector 18(int) 3
21: TypeVector 18(int) 4
22($Global): TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4)
23: TypePointer Uniform 22($Global)
24: 23(ptr) Variable Uniform
25: 18(int) Constant 0
26: TypePointer Uniform 18(int)
31: TypePointer Function 18(int)
33: TypeImage 18(int) Buffer nonsampled format:R32i
34: TypePointer UniformConstant 33
35(g_tTexbis): 34(ptr) Variable UniformConstant
41: TypeInt 32 0
42: TypePointer Function 41(int)
44: TypeImage 41(int) Buffer nonsampled format:R32ui
45: TypePointer UniformConstant 44
46(g_tTexbus): 45(ptr) Variable UniformConstant
50: TypeVector 41(int) 4
53: TypePointer Function 8(PS_OUTPUT)
55: 6(float) Constant 1065353216
56: 7(fvec4) ConstantComposite 55 55 55 55
57: TypePointer Function 7(fvec4)
59: 18(int) Constant 1
66: TypePointer Output 7(fvec4)
67(Color): 66(ptr) Variable Output
70: TypePointer Output 6(float)
71(Depth): 70(ptr) Variable Output
74(g_tTexbfs_test): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
70(flattenTemp): 59(ptr) Variable Function
71:8(PS_OUTPUT) FunctionCall 10(@main()
Store 70(flattenTemp) 71
74: 63(ptr) AccessChain 70(flattenTemp) 26
75: 7(fvec4) Load 74
Store 73(Color) 75
78: 12(ptr) AccessChain 70(flattenTemp) 65
79: 6(float) Load 78
Store 77(Depth) 79
64(flattenTemp): 53(ptr) Variable Function
65:8(PS_OUTPUT) FunctionCall 10(@main()
Store 64(flattenTemp) 65
68: 57(ptr) AccessChain 64(flattenTemp) 25
69: 7(fvec4) Load 68
Store 67(Color) 69
72: 12(ptr) AccessChain 64(flattenTemp) 59
73: 6(float) Load 72
Store 71(Depth) 73
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(r00): 12(ptr) Variable Function
34(r01): 33(ptr) Variable Function
47(r02): 46(ptr) Variable Function
60(psout): 59(ptr) Variable Function
18: 15 Load 17(g_tTexbfs)
28: 27(ptr) AccessChain 25 26
29: 19(int) Load 28
30: 14 Image 18
31: 7(fvec4) ImageFetch 30 29
32: 6(float) CompositeExtract 31 0
Store 13(r00) 32
39: 36 Load 38(g_tTexbis)
40: 27(ptr) AccessChain 25 26
41: 19(int) Load 40
42: 35 Image 39
43: 22(ivec4) ImageFetch 42 41
44: 19(int) CompositeExtract 43 0
Store 34(r01) 44
52: 49 Load 51(g_tTexbus)
53: 27(ptr) AccessChain 25 26
54: 19(int) Load 53
55: 48 Image 52
57: 56(ivec4) ImageFetch 55 54
58: 45(int) CompositeExtract 57 0
Store 47(r02) 58
64: 63(ptr) AccessChain 60(psout) 26
Store 64 62
66: 12(ptr) AccessChain 60(psout) 65
Store 66 61
67:8(PS_OUTPUT) Load 60(psout)
ReturnValue 67
32(r01): 31(ptr) Variable Function
43(r02): 42(ptr) Variable Function
54(psout): 53(ptr) Variable Function
17: 14 Load 16(g_tTexbfs)
27: 26(ptr) AccessChain 24 25
28: 18(int) Load 27
29: 7(fvec4) ImageRead 17 28
30: 6(float) CompositeExtract 29 0
Store 13(r00) 30
36: 33 Load 35(g_tTexbis)
37: 26(ptr) AccessChain 24 25
38: 18(int) Load 37
39: 21(ivec4) ImageRead 36 38
40: 18(int) CompositeExtract 39 0
Store 32(r01) 40
47: 44 Load 46(g_tTexbus)
48: 26(ptr) AccessChain 24 25
49: 18(int) Load 48
51: 50(ivec4) ImageRead 47 49
52: 41(int) CompositeExtract 51 0
Store 43(r02) 52
58: 57(ptr) AccessChain 54(psout) 25
Store 58 56
60: 12(ptr) AccessChain 54(psout) 59
Store 60 55
61:8(PS_OUTPUT) Load 54(psout)
ReturnValue 61
FunctionEnd

View File

@@ -8,71 +8,71 @@ gl_FragCoord origin is upper left
0:52 textureFetchOffset ( temp 4-component vector of float)
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:52 vector swizzle ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:52 o1: direct index for structure (layout( offset=48) uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 o1: direct index for structure ( uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 4 (const uint)
0:53 textureFetchOffset ( temp 4-component vector of int)
0:53 'g_tTex1di4' ( uniform itexture1D)
0:53 vector swizzle ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:53 o1: direct index for structure (layout( offset=48) uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 o1: direct index for structure ( uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 4 (const uint)
0:54 textureFetchOffset ( temp 4-component vector of uint)
0:54 'g_tTex1du4' ( uniform utexture1D)
0:54 vector swizzle ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Constant:
0:54 1 (const int)
0:54 o1: direct index for structure (layout( offset=48) uniform int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 o1: direct index for structure ( uniform int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 4 (const uint)
0:57 textureFetchOffset ( temp 4-component vector of float)
0:57 'g_tTex2df4' ( uniform texture2D)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@@ -81,21 +81,21 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 o2: direct index for structure ( uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 5 (const uint)
0:58 textureFetchOffset ( temp 4-component vector of int)
0:58 'g_tTex2di4' ( uniform itexture2D)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@@ -104,21 +104,21 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 o2: direct index for structure ( uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 5 (const uint)
0:59 textureFetchOffset ( temp 4-component vector of uint)
0:59 'g_tTex2du4' ( uniform utexture2D)
0:59 vector swizzle ( temp 2-component vector of int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Sequence
@@ -127,21 +127,21 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 1 (const int)
0:59 direct index ( temp int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 o2: direct index for structure ( uniform 2-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 5 (const uint)
0:62 textureFetchOffset ( temp 4-component vector of float)
0:62 'g_tTex3df4' ( uniform texture3D)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@@ -152,21 +152,21 @@ gl_FragCoord origin is upper left
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:62 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 o3: direct index for structure ( uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 6 (const uint)
0:63 textureFetchOffset ( temp 4-component vector of int)
0:63 'g_tTex3di4' ( uniform itexture3D)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@@ -177,21 +177,21 @@ gl_FragCoord origin is upper left
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:63 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 o3: direct index for structure ( uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 6 (const uint)
0:64 textureFetchOffset ( temp 4-component vector of uint)
0:64 'g_tTex3du4' ( uniform utexture3D)
0:64 vector swizzle ( temp 3-component vector of int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
@@ -202,14 +202,14 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 2 (const int)
0:64 direct index ( temp int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
0:64 3 (const int)
0:64 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 o3: direct index for structure ( uniform 3-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 6 (const uint)
0:72 move second child to first child ( temp 4-component vector of float)
@@ -273,9 +273,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -290,71 +290,71 @@ gl_FragCoord origin is upper left
0:52 textureFetchOffset ( temp 4-component vector of float)
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:52 vector swizzle ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:52 o1: direct index for structure (layout( offset=48) uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 o1: direct index for structure ( uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 4 (const uint)
0:53 textureFetchOffset ( temp 4-component vector of int)
0:53 'g_tTex1di4' ( uniform itexture1D)
0:53 vector swizzle ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:53 o1: direct index for structure (layout( offset=48) uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 o1: direct index for structure ( uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 4 (const uint)
0:54 textureFetchOffset ( temp 4-component vector of uint)
0:54 'g_tTex1du4' ( uniform utexture1D)
0:54 vector swizzle ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Constant:
0:54 1 (const int)
0:54 o1: direct index for structure (layout( offset=48) uniform int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 o1: direct index for structure ( uniform int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 4 (const uint)
0:57 textureFetchOffset ( temp 4-component vector of float)
0:57 'g_tTex2df4' ( uniform texture2D)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@@ -363,21 +363,21 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 o2: direct index for structure ( uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 5 (const uint)
0:58 textureFetchOffset ( temp 4-component vector of int)
0:58 'g_tTex2di4' ( uniform itexture2D)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@@ -386,21 +386,21 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 o2: direct index for structure ( uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 5 (const uint)
0:59 textureFetchOffset ( temp 4-component vector of uint)
0:59 'g_tTex2du4' ( uniform utexture2D)
0:59 vector swizzle ( temp 2-component vector of int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Sequence
@@ -409,21 +409,21 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 1 (const int)
0:59 direct index ( temp int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 o2: direct index for structure ( uniform 2-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 5 (const uint)
0:62 textureFetchOffset ( temp 4-component vector of float)
0:62 'g_tTex3df4' ( uniform texture3D)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@@ -434,21 +434,21 @@ gl_FragCoord origin is upper left
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:62 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 o3: direct index for structure ( uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 6 (const uint)
0:63 textureFetchOffset ( temp 4-component vector of int)
0:63 'g_tTex3di4' ( uniform itexture3D)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@@ -459,21 +459,21 @@ gl_FragCoord origin is upper left
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:63 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 o3: direct index for structure ( uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 6 (const uint)
0:64 textureFetchOffset ( temp 4-component vector of uint)
0:64 'g_tTex3du4' ( uniform utexture3D)
0:64 vector swizzle ( temp 3-component vector of int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
@@ -484,14 +484,14 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 2 (const int)
0:64 direct index ( temp int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
0:64 3 (const int)
0:64 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 o3: direct index for structure ( uniform 3-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 6 (const uint)
0:72 move second child to first child ( temp 4-component vector of float)
@@ -555,9 +555,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -8,8 +8,8 @@ gl_FragCoord origin is upper left
0:52 textureFetchOffset ( temp 4-component vector of float)
0:52 'g_tTex1df4a' ( uniform texture1DArray)
0:52 vector swizzle ( temp 2-component vector of int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
@@ -18,21 +18,21 @@ gl_FragCoord origin is upper left
0:52 Constant:
0:52 1 (const int)
0:52 direct index ( temp int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:52 o1: direct index for structure (layout( offset=48) uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 o1: direct index for structure ( uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 4 (const uint)
0:53 textureFetchOffset ( temp 4-component vector of int)
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
0:53 vector swizzle ( temp 2-component vector of int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
@@ -41,21 +41,21 @@ gl_FragCoord origin is upper left
0:53 Constant:
0:53 1 (const int)
0:53 direct index ( temp int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:53 o1: direct index for structure (layout( offset=48) uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 o1: direct index for structure ( uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 4 (const uint)
0:54 textureFetchOffset ( temp 4-component vector of uint)
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
0:54 vector swizzle ( temp 2-component vector of int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
@@ -64,21 +64,21 @@ gl_FragCoord origin is upper left
0:54 Constant:
0:54 1 (const int)
0:54 direct index ( temp int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:54 o1: direct index for structure (layout( offset=48) uniform int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 o1: direct index for structure ( uniform int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 4 (const uint)
0:57 textureFetchOffset ( temp 4-component vector of float)
0:57 'g_tTex2df4a' ( uniform texture2DArray)
0:57 vector swizzle ( temp 3-component vector of int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
@@ -89,21 +89,21 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index ( temp int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 o2: direct index for structure ( uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 5 (const uint)
0:58 textureFetchOffset ( temp 4-component vector of int)
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
0:58 vector swizzle ( temp 3-component vector of int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
@@ -114,21 +114,21 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index ( temp int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 o2: direct index for structure ( uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 5 (const uint)
0:59 textureFetchOffset ( temp 4-component vector of uint)
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
0:59 vector swizzle ( temp 3-component vector of int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
@@ -139,14 +139,14 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index ( temp int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 o2: direct index for structure ( uniform 2-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 5 (const uint)
0:65 move second child to first child ( temp 4-component vector of float)
@@ -210,9 +210,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -227,8 +227,8 @@ gl_FragCoord origin is upper left
0:52 textureFetchOffset ( temp 4-component vector of float)
0:52 'g_tTex1df4a' ( uniform texture1DArray)
0:52 vector swizzle ( temp 2-component vector of int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
@@ -237,21 +237,21 @@ gl_FragCoord origin is upper left
0:52 Constant:
0:52 1 (const int)
0:52 direct index ( temp int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:52 o1: direct index for structure (layout( offset=48) uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 o1: direct index for structure ( uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 4 (const uint)
0:53 textureFetchOffset ( temp 4-component vector of int)
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
0:53 vector swizzle ( temp 2-component vector of int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
@@ -260,21 +260,21 @@ gl_FragCoord origin is upper left
0:53 Constant:
0:53 1 (const int)
0:53 direct index ( temp int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:53 o1: direct index for structure (layout( offset=48) uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 o1: direct index for structure ( uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 4 (const uint)
0:54 textureFetchOffset ( temp 4-component vector of uint)
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
0:54 vector swizzle ( temp 2-component vector of int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
@@ -283,21 +283,21 @@ gl_FragCoord origin is upper left
0:54 Constant:
0:54 1 (const int)
0:54 direct index ( temp int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:54 o1: direct index for structure (layout( offset=48) uniform int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 o1: direct index for structure ( uniform int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 4 (const uint)
0:57 textureFetchOffset ( temp 4-component vector of float)
0:57 'g_tTex2df4a' ( uniform texture2DArray)
0:57 vector swizzle ( temp 3-component vector of int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
@@ -308,21 +308,21 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index ( temp int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 o2: direct index for structure ( uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 5 (const uint)
0:58 textureFetchOffset ( temp 4-component vector of int)
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
0:58 vector swizzle ( temp 3-component vector of int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
@@ -333,21 +333,21 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index ( temp int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 o2: direct index for structure ( uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 5 (const uint)
0:59 textureFetchOffset ( temp 4-component vector of uint)
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
0:59 vector swizzle ( temp 3-component vector of int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
@@ -358,14 +358,14 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index ( temp int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 o2: direct index for structure ( uniform 2-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 5 (const uint)
0:65 move second child to first child ( temp 4-component vector of float)
@@ -429,9 +429,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -7,20 +7,20 @@ gl_FragCoord origin is upper left
0:? Sequence
0:25 imageLoad ( temp 4-component vector of float)
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:25 c1: direct index for structure (layout( offset=0) uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:25 c1: direct index for structure ( uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:25 Constant:
0:25 0 (const uint)
0:26 imageLoad ( temp 4-component vector of uint)
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:26 c1: direct index for structure (layout( offset=0) uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:26 c1: direct index for structure ( uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:26 Constant:
0:26 0 (const uint)
0:27 imageLoad ( temp 4-component vector of int)
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:27 c1: direct index for structure (layout( offset=0) uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:27 c1: direct index for structure ( uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:27 Constant:
0:27 0 (const uint)
0:29 move second child to first child ( temp 4-component vector of float)
@@ -49,8 +49,8 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '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:
@@ -64,20 +64,20 @@ gl_FragCoord origin is upper left
0:? Sequence
0:25 imageLoad ( temp 4-component vector of float)
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:25 c1: direct index for structure (layout( offset=0) uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:25 c1: direct index for structure ( uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:25 Constant:
0:25 0 (const uint)
0:26 imageLoad ( temp 4-component vector of uint)
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:26 c1: direct index for structure (layout( offset=0) uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:26 c1: direct index for structure ( uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:26 Constant:
0:26 0 (const uint)
0:27 imageLoad ( temp 4-component vector of int)
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:27 c1: direct index for structure (layout( offset=0) uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:27 c1: direct index for structure ( uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:27 Constant:
0:27 0 (const uint)
0:29 move second child to first child ( temp 4-component vector of float)
@@ -106,8 +106,8 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '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

View File

@@ -7,38 +7,38 @@ gl_FragCoord origin is upper left
0:? Sequence
0:44 imageLoad ( temp 4-component vector of float)
0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:44 c2: direct index for structure ( uniform 2-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 1 (const uint)
0:45 imageLoad ( temp 4-component vector of int)
0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:45 c2: direct index for structure ( uniform 2-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:45 Constant:
0:45 1 (const uint)
0:46 imageLoad ( temp 4-component vector of uint)
0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:46 c2: direct index for structure ( uniform 2-component vector of int)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:46 Constant:
0:46 1 (const uint)
0:49 imageLoad ( temp 4-component vector of float)
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 c3: direct index for structure ( uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 2 (const uint)
0:50 imageLoad ( temp 4-component vector of int)
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:50 c3: direct index for structure ( uniform 3-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:50 Constant:
0:50 2 (const uint)
0:51 imageLoad ( temp 4-component vector of uint)
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:51 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c3: direct index for structure ( uniform 3-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 2 (const uint)
0:53 move second child to first child ( temp 4-component vector of float)
@@ -96,9 +96,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -112,38 +112,38 @@ gl_FragCoord origin is upper left
0:? Sequence
0:44 imageLoad ( temp 4-component vector of float)
0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:44 c2: direct index for structure ( uniform 2-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 1 (const uint)
0:45 imageLoad ( temp 4-component vector of int)
0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:45 c2: direct index for structure ( uniform 2-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:45 Constant:
0:45 1 (const uint)
0:46 imageLoad ( temp 4-component vector of uint)
0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:46 c2: direct index for structure ( uniform 2-component vector of int)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:46 Constant:
0:46 1 (const uint)
0:49 imageLoad ( temp 4-component vector of float)
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 c3: direct index for structure ( uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 2 (const uint)
0:50 imageLoad ( temp 4-component vector of int)
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:50 c3: direct index for structure ( uniform 3-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:50 Constant:
0:50 2 (const uint)
0:51 imageLoad ( temp 4-component vector of uint)
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:51 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c3: direct index for structure ( uniform 3-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 2 (const uint)
0:53 move second child to first child ( temp 4-component vector of float)
@@ -201,9 +201,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -7,56 +7,56 @@ gl_FragCoord origin is upper left
0:? Sequence
0:44 imageLoad ( temp 4-component vector of float)
0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:44 c1: direct index for structure (layout( offset=0) uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:44 c1: direct index for structure ( uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 0 (const uint)
0:45 imageLoad ( temp 4-component vector of int)
0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:45 c1: direct index for structure (layout( offset=0) uniform int)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:45 c1: direct index for structure ( uniform int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:45 Constant:
0:45 0 (const uint)
0:46 imageLoad ( temp 4-component vector of uint)
0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:46 c1: direct index for structure (layout( offset=0) uniform int)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:46 c1: direct index for structure ( uniform int)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:46 Constant:
0:46 0 (const uint)
0:49 imageLoad ( temp 4-component vector of float)
0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 c2: direct index for structure ( uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 1 (const uint)
0:50 imageLoad ( temp 4-component vector of int)
0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:50 c2: direct index for structure ( uniform 2-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:50 Constant:
0:50 1 (const uint)
0:51 imageLoad ( temp 4-component vector of uint)
0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c2: direct index for structure ( uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 1 (const uint)
0:54 imageLoad ( temp 4-component vector of float)
0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:55 imageLoad ( temp 4-component vector of int)
0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:55 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:55 c3: direct index for structure ( uniform 3-component vector of int)
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:55 Constant:
0:55 2 (const uint)
0:56 imageLoad ( temp 4-component vector of uint)
0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 c3: direct index for structure ( uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:58 move second child to first child ( temp 4-component vector of float)
@@ -114,9 +114,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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:
@@ -130,56 +130,56 @@ gl_FragCoord origin is upper left
0:? Sequence
0:44 imageLoad ( temp 4-component vector of float)
0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:44 c1: direct index for structure (layout( offset=0) uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:44 c1: direct index for structure ( uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 0 (const uint)
0:45 imageLoad ( temp 4-component vector of int)
0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:45 c1: direct index for structure (layout( offset=0) uniform int)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:45 c1: direct index for structure ( uniform int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:45 Constant:
0:45 0 (const uint)
0:46 imageLoad ( temp 4-component vector of uint)
0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:46 c1: direct index for structure (layout( offset=0) uniform int)
0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:46 c1: direct index for structure ( uniform int)
0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:46 Constant:
0:46 0 (const uint)
0:49 imageLoad ( temp 4-component vector of float)
0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 c2: direct index for structure ( uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 1 (const uint)
0:50 imageLoad ( temp 4-component vector of int)
0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:50 c2: direct index for structure ( uniform 2-component vector of int)
0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:50 Constant:
0:50 1 (const uint)
0:51 imageLoad ( temp 4-component vector of uint)
0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c2: direct index for structure ( uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 1 (const uint)
0:54 imageLoad ( temp 4-component vector of float)
0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:55 imageLoad ( temp 4-component vector of int)
0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:55 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:55 c3: direct index for structure ( uniform 3-component vector of int)
0:55 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:55 Constant:
0:55 2 (const uint)
0:56 imageLoad ( temp 4-component vector of uint)
0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 c3: direct index for structure ( uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:58 move second child to first child ( temp 4-component vector of float)
@@ -237,9 +237,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
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

View File

@@ -9,14 +9,14 @@ gl_FragCoord origin is upper left
0:13 Condition
0:13 logical-and ( temp bool)
0:13 Convert int to bool ( temp bool)
0:13 ival: direct index for structure (layout( offset=0) uniform int)
0:13 '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})
0:13 ival: direct index for structure ( uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:13 Convert int to bool ( temp bool)
0:13 Convert float to int ( temp int)
0:13 fval: direct index for structure (layout( offset=32) uniform float)
0:13 '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})
0:13 fval: direct index for structure ( uniform float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 2 (const uint)
0:13 true case is null
@@ -24,14 +24,14 @@ gl_FragCoord origin is upper left
0:14 Condition
0:14 logical-or ( temp bool)
0:14 Convert int to bool ( temp bool)
0:14 ival: direct index for structure (layout( offset=0) uniform int)
0:14 '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})
0:14 ival: direct index for structure ( uniform int)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 0 (const uint)
0:14 Convert int to bool ( temp bool)
0:14 Convert float to int ( temp int)
0:14 fval: direct index for structure (layout( offset=32) uniform float)
0:14 '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})
0:14 fval: direct index for structure ( uniform float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 2 (const uint)
0:14 true case is null
@@ -58,8 +58,8 @@ gl_FragCoord origin is upper left
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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 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:
@@ -75,14 +75,14 @@ gl_FragCoord origin is upper left
0:13 Condition
0:13 logical-and ( temp bool)
0:13 Convert int to bool ( temp bool)
0:13 ival: direct index for structure (layout( offset=0) uniform int)
0:13 '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})
0:13 ival: direct index for structure ( uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:13 Convert int to bool ( temp bool)
0:13 Convert float to int ( temp int)
0:13 fval: direct index for structure (layout( offset=32) uniform float)
0:13 '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})
0:13 fval: direct index for structure ( uniform float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 2 (const uint)
0:13 true case is null
@@ -90,14 +90,14 @@ gl_FragCoord origin is upper left
0:14 Condition
0:14 logical-or ( temp bool)
0:14 Convert int to bool ( temp bool)
0:14 ival: direct index for structure (layout( offset=0) uniform int)
0:14 '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})
0:14 ival: direct index for structure ( uniform int)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 0 (const uint)
0:14 Convert int to bool ( temp bool)
0:14 Convert float to int ( temp int)
0:14 fval: direct index for structure (layout( offset=32) uniform float)
0:14 '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})
0:14 fval: direct index for structure ( uniform float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 2 (const uint)
0:14 true case is null
@@ -124,8 +124,8 @@ gl_FragCoord origin is upper left
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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 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

View File

@@ -9,84 +9,84 @@ gl_FragCoord origin is upper left
0:11 move second child to first child ( temp 4-component vector of bool)
0:11 'r00' ( temp 4-component vector of bool)
0:11 Negate conditional ( temp 4-component vector of bool)
0:11 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:11 '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})
0:11 b4a: direct index for structure ( uniform 4-component vector of bool)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:11 Constant:
0:11 0 (const uint)
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of bool)
0:12 'r01' ( temp 4-component vector of bool)
0:12 logical-and ( temp 4-component vector of bool)
0:12 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:12 '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})
0:12 b4a: direct index for structure ( uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:12 Constant:
0:12 0 (const uint)
0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:12 '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})
0:12 b4b: direct index for structure ( uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:12 Constant:
0:12 1 (const uint)
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of bool)
0:13 'r02' ( temp 4-component vector of bool)
0:13 logical-or ( temp 4-component vector of bool)
0:13 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:13 '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})
0:13 b4a: direct index for structure ( uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:13 Constant:
0:13 0 (const uint)
0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:13 '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})
0:13 b4b: direct index for structure ( uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:13 Constant:
0:13 1 (const uint)
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of bool)
0:15 'r10' ( temp 4-component vector of bool)
0:15 logical-and ( temp 4-component vector of bool)
0:15 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool)
0:15 b1a: direct index for structure (layout( offset=32) uniform bool)
0:15 '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})
0:15 Construct bvec4 ( uniform 4-component vector of bool)
0:15 b1a: direct index for structure ( uniform bool)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:15 Constant:
0:15 2 (const uint)
0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:15 '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})
0:15 b4b: direct index for structure ( uniform 4-component vector of bool)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:15 Constant:
0:15 1 (const uint)
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of bool)
0:16 'r11' ( temp 4-component vector of bool)
0:16 logical-or ( temp 4-component vector of bool)
0:16 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool)
0:16 b1a: direct index for structure (layout( offset=32) uniform bool)
0:16 '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})
0:16 Construct bvec4 ( uniform 4-component vector of bool)
0:16 b1a: direct index for structure ( uniform bool)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:16 Constant:
0:16 2 (const uint)
0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:16 '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})
0:16 b4b: direct index for structure ( uniform 4-component vector of bool)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:16 Constant:
0:16 1 (const uint)
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of bool)
0:18 'r20' ( temp 4-component vector of bool)
0:18 logical-and ( temp 4-component vector of bool)
0:18 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:18 '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})
0:18 b4a: direct index for structure ( uniform 4-component vector of bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:18 Constant:
0:18 0 (const uint)
0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
0:18 b1b: direct index for structure (layout( offset=36) uniform bool)
0:18 '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})
0:18 Construct bvec4 ( uniform 4-component vector of bool)
0:18 b1b: direct index for structure ( uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:18 Constant:
0:18 3 (const uint)
0:19 Sequence
0:19 move second child to first child ( temp 4-component vector of bool)
0:19 'r21' ( temp 4-component vector of bool)
0:19 logical-or ( temp 4-component vector of bool)
0:19 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:19 '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})
0:19 b4a: direct index for structure ( uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:19 Constant:
0:19 0 (const uint)
0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
0:19 b1b: direct index for structure (layout( offset=36) uniform bool)
0:19 '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})
0:19 Construct bvec4 ( uniform 4-component vector of bool)
0:19 b1b: direct index for structure ( uniform bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:19 Constant:
0:19 3 (const uint)
0:22 move second child to first child ( temp 4-component vector of float)
@@ -121,8 +121,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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 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:
@@ -138,84 +138,84 @@ gl_FragCoord origin is upper left
0:11 move second child to first child ( temp 4-component vector of bool)
0:11 'r00' ( temp 4-component vector of bool)
0:11 Negate conditional ( temp 4-component vector of bool)
0:11 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:11 '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})
0:11 b4a: direct index for structure ( uniform 4-component vector of bool)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:11 Constant:
0:11 0 (const uint)
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of bool)
0:12 'r01' ( temp 4-component vector of bool)
0:12 logical-and ( temp 4-component vector of bool)
0:12 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:12 '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})
0:12 b4a: direct index for structure ( uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:12 Constant:
0:12 0 (const uint)
0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:12 '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})
0:12 b4b: direct index for structure ( uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:12 Constant:
0:12 1 (const uint)
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of bool)
0:13 'r02' ( temp 4-component vector of bool)
0:13 logical-or ( temp 4-component vector of bool)
0:13 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:13 '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})
0:13 b4a: direct index for structure ( uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:13 Constant:
0:13 0 (const uint)
0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:13 '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})
0:13 b4b: direct index for structure ( uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:13 Constant:
0:13 1 (const uint)
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of bool)
0:15 'r10' ( temp 4-component vector of bool)
0:15 logical-and ( temp 4-component vector of bool)
0:15 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool)
0:15 b1a: direct index for structure (layout( offset=32) uniform bool)
0:15 '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})
0:15 Construct bvec4 ( uniform 4-component vector of bool)
0:15 b1a: direct index for structure ( uniform bool)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:15 Constant:
0:15 2 (const uint)
0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:15 '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})
0:15 b4b: direct index for structure ( uniform 4-component vector of bool)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:15 Constant:
0:15 1 (const uint)
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of bool)
0:16 'r11' ( temp 4-component vector of bool)
0:16 logical-or ( temp 4-component vector of bool)
0:16 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool)
0:16 b1a: direct index for structure (layout( offset=32) uniform bool)
0:16 '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})
0:16 Construct bvec4 ( uniform 4-component vector of bool)
0:16 b1a: direct index for structure ( uniform bool)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:16 Constant:
0:16 2 (const uint)
0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:16 '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})
0:16 b4b: direct index for structure ( uniform 4-component vector of bool)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:16 Constant:
0:16 1 (const uint)
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of bool)
0:18 'r20' ( temp 4-component vector of bool)
0:18 logical-and ( temp 4-component vector of bool)
0:18 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:18 '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})
0:18 b4a: direct index for structure ( uniform 4-component vector of bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:18 Constant:
0:18 0 (const uint)
0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
0:18 b1b: direct index for structure (layout( offset=36) uniform bool)
0:18 '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})
0:18 Construct bvec4 ( uniform 4-component vector of bool)
0:18 b1b: direct index for structure ( uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:18 Constant:
0:18 3 (const uint)
0:19 Sequence
0:19 move second child to first child ( temp 4-component vector of bool)
0:19 'r21' ( temp 4-component vector of bool)
0:19 logical-or ( temp 4-component vector of bool)
0:19 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool)
0:19 '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})
0:19 b4a: direct index for structure ( uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:19 Constant:
0:19 0 (const uint)
0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool)
0:19 b1b: direct index for structure (layout( offset=36) uniform bool)
0:19 '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})
0:19 Construct bvec4 ( uniform 4-component vector of bool)
0:19 b1b: direct index for structure ( uniform bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:19 Constant:
0:19 3 (const uint)
0:22 move second child to first child ( temp 4-component vector of float)
@@ -250,8 +250,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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 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

View File

@@ -7,39 +7,39 @@ gl_FragCoord origin is upper left
0:? Sequence
0:13 Negate conditional ( temp bool)
0:13 Convert int to bool ( temp bool)
0:13 ival: direct index for structure (layout( offset=0) uniform int)
0:13 '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})
0:13 ival: direct index for structure ( uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:14 Negate conditional ( temp 4-component vector of bool)
0:14 Convert int to bool ( temp 4-component vector of bool)
0:14 ival4: direct index for structure (layout( offset=16) uniform 4-component vector of int)
0:14 '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})
0:14 ival4: direct index for structure ( uniform 4-component vector of int)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 1 (const uint)
0:16 Negate conditional ( temp bool)
0:16 Convert float to bool ( temp bool)
0:16 fval: direct index for structure (layout( offset=32) uniform float)
0:16 '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})
0:16 fval: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 2 (const uint)
0:17 Negate conditional ( temp 4-component vector of bool)
0:17 Convert float to bool ( temp 4-component vector of bool)
0:17 fval4: direct index for structure (layout( offset=48) uniform 4-component vector of float)
0:17 '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})
0:17 fval4: direct index for structure ( uniform 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:17 Constant:
0:17 3 (const uint)
0:19 Test condition and select ( temp void)
0:19 Condition
0:19 ival: direct index for structure (layout( offset=0) uniform int)
0:19 '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})
0:19 ival: direct index for structure ( uniform int)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 0 (const uint)
0:19 true case is null
0:20 Test condition and select ( temp void)
0:20 Condition
0:20 fval: direct index for structure (layout( offset=32) uniform float)
0:20 '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})
0:20 fval: direct index for structure ( uniform float)
0:20 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:20 Constant:
0:20 2 (const uint)
0:20 true case is null
@@ -47,8 +47,8 @@ gl_FragCoord origin is upper left
0:21 Condition
0:21 Negate conditional ( temp bool)
0:21 Convert int to bool ( temp bool)
0:21 ival: direct index for structure (layout( offset=0) uniform int)
0:21 '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})
0:21 ival: direct index for structure ( uniform int)
0:21 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:21 Constant:
0:21 0 (const uint)
0:21 true case is null
@@ -56,8 +56,8 @@ gl_FragCoord origin is upper left
0:22 Condition
0:22 Negate conditional ( temp bool)
0:22 Convert float to bool ( temp bool)
0:22 fval: direct index for structure (layout( offset=32) uniform float)
0:22 '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})
0:22 fval: direct index for structure ( uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:22 Constant:
0:22 2 (const uint)
0:22 true case is null
@@ -84,8 +84,8 @@ gl_FragCoord origin is upper left
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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 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:
@@ -99,39 +99,39 @@ gl_FragCoord origin is upper left
0:? Sequence
0:13 Negate conditional ( temp bool)
0:13 Convert int to bool ( temp bool)
0:13 ival: direct index for structure (layout( offset=0) uniform int)
0:13 '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})
0:13 ival: direct index for structure ( uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:14 Negate conditional ( temp 4-component vector of bool)
0:14 Convert int to bool ( temp 4-component vector of bool)
0:14 ival4: direct index for structure (layout( offset=16) uniform 4-component vector of int)
0:14 '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})
0:14 ival4: direct index for structure ( uniform 4-component vector of int)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 1 (const uint)
0:16 Negate conditional ( temp bool)
0:16 Convert float to bool ( temp bool)
0:16 fval: direct index for structure (layout( offset=32) uniform float)
0:16 '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})
0:16 fval: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 2 (const uint)
0:17 Negate conditional ( temp 4-component vector of bool)
0:17 Convert float to bool ( temp 4-component vector of bool)
0:17 fval4: direct index for structure (layout( offset=48) uniform 4-component vector of float)
0:17 '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})
0:17 fval4: direct index for structure ( uniform 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:17 Constant:
0:17 3 (const uint)
0:19 Test condition and select ( temp void)
0:19 Condition
0:19 ival: direct index for structure (layout( offset=0) uniform int)
0:19 '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})
0:19 ival: direct index for structure ( uniform int)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 0 (const uint)
0:19 true case is null
0:20 Test condition and select ( temp void)
0:20 Condition
0:20 fval: direct index for structure (layout( offset=32) uniform float)
0:20 '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})
0:20 fval: direct index for structure ( uniform float)
0:20 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:20 Constant:
0:20 2 (const uint)
0:20 true case is null
@@ -139,8 +139,8 @@ gl_FragCoord origin is upper left
0:21 Condition
0:21 Negate conditional ( temp bool)
0:21 Convert int to bool ( temp bool)
0:21 ival: direct index for structure (layout( offset=0) uniform int)
0:21 '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})
0:21 ival: direct index for structure ( uniform int)
0:21 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:21 Constant:
0:21 0 (const uint)
0:21 true case is null
@@ -148,8 +148,8 @@ gl_FragCoord origin is upper left
0:22 Condition
0:22 Negate conditional ( temp bool)
0:22 Convert float to bool ( temp bool)
0:22 fval: direct index for structure (layout( offset=32) uniform float)
0:22 '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})
0:22 fval: direct index for structure ( uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:22 Constant:
0:22 2 (const uint)
0:22 true case is null
@@ -176,8 +176,8 @@ gl_FragCoord origin is upper left
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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 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

View File

@@ -10,7 +10,7 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 'inFloat1' ( in 1-component vector of float)
0:? Linker Objects
0:? '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})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 1-component vector of float f1, uniform 1X1 matrix of float fmat11, uniform 4X1 matrix of float fmat41, uniform 1X2 matrix of float fmat12, uniform 2X3 matrix of double dmat23, uniform 4X4 matrix of int int44})
Linked fragment stage:
@@ -28,7 +28,7 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 'inFloat1' ( in 1-component vector of float)
0:? Linker Objects
0:? '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})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 1-component vector of float f1, uniform 1X1 matrix of float fmat11, uniform 4X1 matrix of float fmat41, uniform 1X2 matrix of float fmat12, uniform 2X3 matrix of double dmat23, uniform 4X4 matrix of int int44})
// Module Version 10000
// Generated by (magic number): 80001

View File

@@ -94,20 +94,20 @@ gl_FragCoord origin is upper left
0:43 23.000000
0:43 24.000000
0:43 25.000000
0:43 idx: direct index for structure (layout( offset=0) uniform int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:43 idx: direct index for structure ( uniform int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:43 Constant:
0:43 0 (const uint)
0:44 Sequence
0:44 move second child to first child ( temp 2-component vector of float)
0:44 'r0c' ( temp 2-component vector of float)
0:44 indirect index (layout( offset=16) temp 2-component vector of float)
0:44 um: direct index for structure (layout( offset=16) uniform 3X2 matrix of float)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:44 indirect index ( temp 2-component vector of float)
0:44 um: direct index for structure ( uniform 3X2 matrix of float)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:44 Constant:
0:44 1 (const uint)
0:44 idx: direct index for structure (layout( offset=0) uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:44 idx: direct index for structure ( uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:44 Constant:
0:44 0 (const uint)
0:47 move second child to first child ( temp 4-component vector of float)
@@ -130,8 +130,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
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 idx, layout( offset=16) uniform 3X2 matrix of float um})
Linked fragment stage:
@@ -232,20 +232,20 @@ gl_FragCoord origin is upper left
0:43 23.000000
0:43 24.000000
0:43 25.000000
0:43 idx: direct index for structure (layout( offset=0) uniform int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:43 idx: direct index for structure ( uniform int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:43 Constant:
0:43 0 (const uint)
0:44 Sequence
0:44 move second child to first child ( temp 2-component vector of float)
0:44 'r0c' ( temp 2-component vector of float)
0:44 indirect index (layout( offset=16) temp 2-component vector of float)
0:44 um: direct index for structure (layout( offset=16) uniform 3X2 matrix of float)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:44 indirect index ( temp 2-component vector of float)
0:44 um: direct index for structure ( uniform 3X2 matrix of float)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:44 Constant:
0:44 1 (const uint)
0:44 idx: direct index for structure (layout( offset=0) uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:44 idx: direct index for structure ( uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:44 Constant:
0:44 0 (const uint)
0:47 move second child to first child ( temp 4-component vector of float)
@@ -268,8 +268,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
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 idx, layout( offset=16) uniform 3X2 matrix of float um})
// Module Version 10000
// Generated by (magic number): 80001

View File

@@ -43,8 +43,8 @@ gl_FragCoord origin is upper left
0:9 Constant:
0:9 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform mediump float b1a, uniform mediump float b1b})
0:? 'Color' (layout( location=0) out 4-component vector of float)
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:
@@ -94,8 +94,8 @@ gl_FragCoord origin is upper left
0:9 Constant:
0:9 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform mediump float b1a, uniform mediump float b1b})
0:? 'Color' (layout( location=0) out 4-component vector of float)
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

View File

@@ -6,8 +6,8 @@ Shader version: 450
0:4 'Index' ( in uint)
0:? Sequence
0:5 Branch: Return with expression
0:5 textureFetch ( temp 4-component vector of float)
0:5 'Position' (layout( rgba32f) uniform samplerBuffer)
0:5 imageLoad ( temp 4-component vector of float)
0:5 'Position' (layout( rgba32f) readonly uniform imageBuffer)
0:5 Convert uint to int ( temp int)
0:5 'Index' ( in uint)
0:9 Function Definition: @RealEntrypoint(u1; ( temp 4-component vector of float)
@@ -28,7 +28,7 @@ Shader version: 450
0:9 Function Call: @RealEntrypoint(u1; ( temp 4-component vector of float)
0:? 'Index' ( temp uint)
0:? Linker Objects
0:? 'Position' (layout( rgba32f) uniform samplerBuffer)
0:? 'Position' (layout( rgba32f) readonly uniform imageBuffer)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:? 'Index' ( in uint VertexIndex)
@@ -43,8 +43,8 @@ Shader version: 450
0:4 'Index' ( in uint)
0:? Sequence
0:5 Branch: Return with expression
0:5 textureFetch ( temp 4-component vector of float)
0:5 'Position' (layout( rgba32f) uniform samplerBuffer)
0:5 imageLoad ( temp 4-component vector of float)
0:5 'Position' (layout( rgba32f) readonly uniform imageBuffer)
0:5 Convert uint to int ( temp int)
0:5 'Index' ( in uint)
0:9 Function Definition: @RealEntrypoint(u1; ( temp 4-component vector of float)
@@ -65,33 +65,34 @@ Shader version: 450
0:9 Function Call: @RealEntrypoint(u1; ( temp 4-component vector of float)
0:? 'Index' ( temp uint)
0:? Linker Objects
0:? 'Position' (layout( rgba32f) uniform samplerBuffer)
0:? 'Position' (layout( rgba32f) readonly uniform imageBuffer)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:? 'Index' ( in uint VertexIndex)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 43
// Id's are bound by 41
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "RealEntrypoint" 36 39
EntryPoint Vertex 4 "RealEntrypoint" 34 37
Name 4 "RealEntrypoint"
Name 12 "FakeEntrypoint(u1;"
Name 11 "Index"
Name 15 "@RealEntrypoint(u1;"
Name 14 "Index"
Name 20 "Position"
Name 29 "param"
Name 19 "Position"
Name 27 "param"
Name 32 "Index"
Name 34 "Index"
Name 36 "Index"
Name 39 "@entryPointOutput"
Name 40 "param"
Decorate 20(Position) DescriptorSet 0
Decorate 36(Index) BuiltIn VertexIndex
Decorate 39(@entryPointOutput) BuiltIn Position
Name 37 "@entryPointOutput"
Name 38 "param"
Decorate 19(Position) DescriptorSet 0
Decorate 19(Position) NonWritable
Decorate 34(Index) BuiltIn VertexIndex
Decorate 37(@entryPointOutput) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 0
@@ -99,43 +100,41 @@ Shader version: 450
8: TypeFloat 32
9: TypeVector 8(float) 4
10: TypeFunction 9(fvec4) 7(ptr)
17: TypeImage 8(float) Buffer sampled format:Rgba32f
18: TypeSampledImage 17
19: TypePointer UniformConstant 18
20(Position): 19(ptr) Variable UniformConstant
23: TypeInt 32 1
35: TypePointer Input 6(int)
36(Index): 35(ptr) Variable Input
38: TypePointer Output 9(fvec4)
39(@entryPointOutput): 38(ptr) Variable Output
17: TypeImage 8(float) Buffer nonsampled format:Rgba32f
18: TypePointer UniformConstant 17
19(Position): 18(ptr) Variable UniformConstant
22: TypeInt 32 1
33: TypePointer Input 6(int)
34(Index): 33(ptr) Variable Input
36: TypePointer Output 9(fvec4)
37(@entryPointOutput): 36(ptr) Variable Output
4(RealEntrypoint): 2 Function None 3
5: Label
34(Index): 7(ptr) Variable Function
40(param): 7(ptr) Variable Function
37: 6(int) Load 36(Index)
Store 34(Index) 37
41: 6(int) Load 34(Index)
Store 40(param) 41
42: 9(fvec4) FunctionCall 15(@RealEntrypoint(u1;) 40(param)
Store 39(@entryPointOutput) 42
32(Index): 7(ptr) Variable Function
38(param): 7(ptr) Variable Function
35: 6(int) Load 34(Index)
Store 32(Index) 35
39: 6(int) Load 32(Index)
Store 38(param) 39
40: 9(fvec4) FunctionCall 15(@RealEntrypoint(u1;) 38(param)
Store 37(@entryPointOutput) 40
Return
FunctionEnd
12(FakeEntrypoint(u1;): 9(fvec4) Function None 10
11(Index): 7(ptr) FunctionParameter
13: Label
21: 18 Load 20(Position)
22: 6(int) Load 11(Index)
24: 23(int) Bitcast 22
25: 17 Image 21
26: 9(fvec4) ImageFetch 25 24
ReturnValue 26
20: 17 Load 19(Position)
21: 6(int) Load 11(Index)
23: 22(int) Bitcast 21
24: 9(fvec4) ImageRead 20 23
ReturnValue 24
FunctionEnd
15(@RealEntrypoint(u1;): 9(fvec4) Function None 10
14(Index): 7(ptr) FunctionParameter
16: Label
29(param): 7(ptr) Variable Function
30: 6(int) Load 14(Index)
Store 29(param) 30
31: 9(fvec4) FunctionCall 12(FakeEntrypoint(u1;) 29(param)
ReturnValue 31
27(param): 7(ptr) Variable Function
28: 6(int) Load 14(Index)
Store 27(param) 28
29: 9(fvec4) FunctionCall 12(FakeEntrypoint(u1;) 27(param)
ReturnValue 29
FunctionEnd

View File

@@ -0,0 +1,435 @@
hlsl.nonstaticMemberFunction.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child ( temp 2-component vector of float)
0:1 'i' ( global 2-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:5 Function Definition: type1::setmem(vf4; ( temp void)
0:5 Function Parameters:
0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:5 'm' ( in 4-component vector of float)
0:? Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:5 memVar: direct index for structure ( temp 4-component vector of float)
0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:5 Constant:
0:5 0 (const uint)
0:5 'm' ( in 4-component vector of float)
0:6 Function Definition: type1::seti(i1; ( temp void)
0:6 Function Parameters:
0:6 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:6 'si' ( in int)
0:? Sequence
0:6 move second child to first child ( temp int)
0:6 i: direct index for structure ( temp int)
0:6 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:6 Constant:
0:6 1 (const uint)
0:6 'si' ( in int)
0:9 Function Definition: type1::memFun(vf4; ( temp 4-component vector of float)
0:9 Function Parameters:
0:9 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:9 'a' ( in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 add ( temp 4-component vector of float)
0:10 vector-scale ( temp 4-component vector of float)
0:10 Convert int to float ( temp float)
0:10 i: direct index for structure ( temp int)
0:10 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:10 Constant:
0:10 1 (const uint)
0:10 'a' ( in 4-component vector of float)
0:10 memVar: direct index for structure ( temp 4-component vector of float)
0:10 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:10 Constant:
0:10 0 (const uint)
0:13 Function Definition: type1::memFun(i1; ( temp int)
0:13 Function Parameters:
0:13 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:13 'a' ( in int)
0:? Sequence
0:14 Branch: Return with expression
0:14 Convert float to int ( temp int)
0:14 subtract ( temp float)
0:14 Convert int to float ( temp float)
0:14 add ( temp int)
0:14 i: direct index for structure ( temp int)
0:14 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:14 Constant:
0:14 1 (const uint)
0:14 'a' ( in int)
0:14 direct index ( temp float)
0:14 memVar: direct index for structure ( temp 4-component vector of float)
0:14 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
0:14 2 (const int)
0:19 Sequence
0:19 move second child to first child ( temp 2-component vector of float)
0:19 'j' ( global 2-component vector of float)
0:19 'i' ( global 2-component vector of float)
0:23 Function Definition: type2::memFun( ( temp 2-component vector of float)
0:23 Function Parameters:
0:23 '@this' ( temp structure{})
0:? Sequence
0:23 Branch: Return with expression
0:23 'i' ( global 2-component vector of float)
0:27 Function Definition: @main( ( temp 4-component vector of float)
0:27 Function Parameters:
0:? Sequence
0:29 Function Call: type1::setmem(vf4; ( temp void)
0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:30 Function Call: type1::seti(i1; ( temp void)
0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:30 Constant:
0:30 17 (const int)
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'f4' ( temp 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:32 add second child into first child ( temp 4-component vector of float)
0:32 'f4' ( temp 4-component vector of float)
0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float)
0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant:
0:? 5.000000
0:? 5.000000
0:? 5.000000
0:? 5.000000
0:33 add second child into first child ( temp 4-component vector of float)
0:33 'f4' ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
0:33 Function Call: type1::memFun(i1; ( temp int)
0:33 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:33 Constant:
0:33 7 (const int)
0:34 Branch: Return with expression
0:34 'f4' ( temp 4-component vector of float)
0:27 Function Definition: main( ( temp void)
0:27 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:27 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'i' ( global 2-component vector of float)
0:? 'j' ( global 2-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child ( temp 2-component vector of float)
0:1 'i' ( global 2-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:5 Function Definition: type1::setmem(vf4; ( temp void)
0:5 Function Parameters:
0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:5 'm' ( in 4-component vector of float)
0:? Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:5 memVar: direct index for structure ( temp 4-component vector of float)
0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:5 Constant:
0:5 0 (const uint)
0:5 'm' ( in 4-component vector of float)
0:6 Function Definition: type1::seti(i1; ( temp void)
0:6 Function Parameters:
0:6 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:6 'si' ( in int)
0:? Sequence
0:6 move second child to first child ( temp int)
0:6 i: direct index for structure ( temp int)
0:6 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:6 Constant:
0:6 1 (const uint)
0:6 'si' ( in int)
0:9 Function Definition: type1::memFun(vf4; ( temp 4-component vector of float)
0:9 Function Parameters:
0:9 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:9 'a' ( in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 add ( temp 4-component vector of float)
0:10 vector-scale ( temp 4-component vector of float)
0:10 Convert int to float ( temp float)
0:10 i: direct index for structure ( temp int)
0:10 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:10 Constant:
0:10 1 (const uint)
0:10 'a' ( in 4-component vector of float)
0:10 memVar: direct index for structure ( temp 4-component vector of float)
0:10 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:10 Constant:
0:10 0 (const uint)
0:13 Function Definition: type1::memFun(i1; ( temp int)
0:13 Function Parameters:
0:13 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:13 'a' ( in int)
0:? Sequence
0:14 Branch: Return with expression
0:14 Convert float to int ( temp int)
0:14 subtract ( temp float)
0:14 Convert int to float ( temp float)
0:14 add ( temp int)
0:14 i: direct index for structure ( temp int)
0:14 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:14 Constant:
0:14 1 (const uint)
0:14 'a' ( in int)
0:14 direct index ( temp float)
0:14 memVar: direct index for structure ( temp 4-component vector of float)
0:14 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
0:14 2 (const int)
0:19 Sequence
0:19 move second child to first child ( temp 2-component vector of float)
0:19 'j' ( global 2-component vector of float)
0:19 'i' ( global 2-component vector of float)
0:23 Function Definition: type2::memFun( ( temp 2-component vector of float)
0:23 Function Parameters:
0:23 '@this' ( temp structure{})
0:? Sequence
0:23 Branch: Return with expression
0:23 'i' ( global 2-component vector of float)
0:27 Function Definition: @main( ( temp 4-component vector of float)
0:27 Function Parameters:
0:? Sequence
0:29 Function Call: type1::setmem(vf4; ( temp void)
0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:30 Function Call: type1::seti(i1; ( temp void)
0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:30 Constant:
0:30 17 (const int)
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'f4' ( temp 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:? 1.000000
0:32 add second child into first child ( temp 4-component vector of float)
0:32 'f4' ( temp 4-component vector of float)
0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float)
0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:? Constant:
0:? 5.000000
0:? 5.000000
0:? 5.000000
0:? 5.000000
0:33 add second child into first child ( temp 4-component vector of float)
0:33 'f4' ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
0:33 Function Call: type1::memFun(i1; ( temp int)
0:33 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i})
0:33 Constant:
0:33 7 (const int)
0:34 Branch: Return with expression
0:34 'f4' ( temp 4-component vector of float)
0:27 Function Definition: main( ( temp void)
0:27 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:27 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'i' ( global 2-component vector of float)
0:? 'j' ( global 2-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 111
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 109
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "type1"
MemberName 9(type1) 0 "memVar"
MemberName 9(type1) 1 "i"
Name 15 "type1::setmem(vf4;"
Name 13 "@this"
Name 14 "m"
Name 21 "type1::seti(i1;"
Name 19 "@this"
Name 20 "si"
Name 26 "type1::memFun(vf4;"
Name 24 "@this"
Name 25 "a"
Name 31 "type1::memFun(i1;"
Name 29 "@this"
Name 30 "a"
Name 33 "type2"
Name 38 "type2::memFun("
Name 37 "@this"
Name 41 "@main("
Name 44 "i"
Name 48 "j"
Name 83 "test"
Name 85 "param"
Name 88 "param"
Name 90 "f4"
Name 94 "param"
Name 99 "param"
Name 109 "@entryPointOutput"
Decorate 109(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeInt 32 1
9(type1): TypeStruct 7(fvec4) 8(int)
10: TypePointer Function 9(type1)
11: TypePointer Function 7(fvec4)
12: TypeFunction 2 10(ptr) 11(ptr)
17: TypePointer Function 8(int)
18: TypeFunction 2 10(ptr) 17(ptr)
23: TypeFunction 7(fvec4) 10(ptr) 11(ptr)
28: TypeFunction 8(int) 10(ptr) 17(ptr)
33(type2): TypeStruct
34: TypePointer Function 33(type2)
35: TypeVector 6(float) 2
36: TypeFunction 35(fvec2) 34(ptr)
40: TypeFunction 7(fvec4)
43: TypePointer Private 35(fvec2)
44(i): 43(ptr) Variable Private
45: 6(float) Constant 1065353216
46: 6(float) Constant 1073741824
47: 35(fvec2) ConstantComposite 45 46
48(j): 43(ptr) Variable Private
50: 8(int) Constant 0
53: 8(int) Constant 1
71: TypeInt 32 0
72: 71(int) Constant 2
73: TypePointer Function 6(float)
84: 7(fvec4) ConstantComposite 46 46 46 46
87: 8(int) Constant 17
91: 7(fvec4) ConstantComposite 45 45 45 45
92: 6(float) Constant 1084227584
93: 7(fvec4) ConstantComposite 92 92 92 92
98: 8(int) Constant 7
108: TypePointer Output 7(fvec4)
109(@entryPointOutput): 108(ptr) Variable Output
4(main): 2 Function None 3
5: Label
Store 44(i) 47
49: 35(fvec2) Load 44(i)
Store 48(j) 49
110: 7(fvec4) FunctionCall 41(@main()
Store 109(@entryPointOutput) 110
Return
FunctionEnd
15(type1::setmem(vf4;): 2 Function None 12
13(@this): 10(ptr) FunctionParameter
14(m): 11(ptr) FunctionParameter
16: Label
51: 7(fvec4) Load 14(m)
52: 11(ptr) AccessChain 13(@this) 50
Store 52 51
Return
FunctionEnd
21(type1::seti(i1;): 2 Function None 18
19(@this): 10(ptr) FunctionParameter
20(si): 17(ptr) FunctionParameter
22: Label
54: 8(int) Load 20(si)
55: 17(ptr) AccessChain 19(@this) 53
Store 55 54
Return
FunctionEnd
26(type1::memFun(vf4;): 7(fvec4) Function None 23
24(@this): 10(ptr) FunctionParameter
25(a): 11(ptr) FunctionParameter
27: Label
56: 17(ptr) AccessChain 24(@this) 53
57: 8(int) Load 56
58: 6(float) ConvertSToF 57
59: 7(fvec4) Load 25(a)
60: 7(fvec4) VectorTimesScalar 59 58
61: 11(ptr) AccessChain 24(@this) 50
62: 7(fvec4) Load 61
63: 7(fvec4) FAdd 60 62
ReturnValue 63
FunctionEnd
31(type1::memFun(i1;): 8(int) Function None 28
29(@this): 10(ptr) FunctionParameter
30(a): 17(ptr) FunctionParameter
32: Label
66: 17(ptr) AccessChain 29(@this) 53
67: 8(int) Load 66
68: 8(int) Load 30(a)
69: 8(int) IAdd 67 68
70: 6(float) ConvertSToF 69
74: 73(ptr) AccessChain 29(@this) 50 72
75: 6(float) Load 74
76: 6(float) FSub 70 75
77: 8(int) ConvertFToS 76
ReturnValue 77
FunctionEnd
38(type2::memFun(): 35(fvec2) Function None 36
37(@this): 34(ptr) FunctionParameter
39: Label
80: 35(fvec2) Load 44(i)
ReturnValue 80
FunctionEnd
41(@main(): 7(fvec4) Function None 40
42: Label
83(test): 10(ptr) Variable Function
85(param): 11(ptr) Variable Function
88(param): 17(ptr) Variable Function
90(f4): 11(ptr) Variable Function
94(param): 11(ptr) Variable Function
99(param): 17(ptr) Variable Function
Store 85(param) 84
86: 2 FunctionCall 15(type1::setmem(vf4;) 83(test) 85(param)
Store 88(param) 87
89: 2 FunctionCall 21(type1::seti(i1;) 83(test) 88(param)
Store 90(f4) 91
Store 94(param) 93
95: 7(fvec4) FunctionCall 26(type1::memFun(vf4;) 83(test) 94(param)
96: 7(fvec4) Load 90(f4)
97: 7(fvec4) FAdd 96 95
Store 90(f4) 97
Store 99(param) 98
100: 8(int) FunctionCall 31(type1::memFun(i1;) 83(test) 99(param)
101: 6(float) ConvertSToF 100
102: 7(fvec4) Load 90(f4)
103: 7(fvec4) CompositeConstruct 101 101 101 101
104: 7(fvec4) FAdd 102 103
Store 90(f4) 104
105: 7(fvec4) Load 90(f4)
ReturnValue 105
FunctionEnd

View File

@@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
0:43 101 (const int)
0:43 101 (const int)
0:43 101 (const int)
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:43 Constant:
0:43 0 (const uint)
0:15 Constant:
@@ -115,8 +115,8 @@ gl_FragCoord origin is upper left
0:44 102 (const int)
0:44 102 (const int)
0:44 102 (const int)
0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:44 ui4: direct index for structure ( uniform 4-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:44 Constant:
0:44 0 (const uint)
0:44 'myarray' ( temp 2-element array of int)
@@ -128,8 +128,8 @@ gl_FragCoord origin is upper left
0:45 103 (const int)
0:45 103 (const int)
0:45 103 (const int)
0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:45 ui4: direct index for structure ( uniform 4-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:45 Constant:
0:45 0 (const uint)
0:45 'myarray' ( temp 2-element array of int)
@@ -178,11 +178,11 @@ gl_FragCoord origin is upper left
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:36 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:? 'cia' ( const int)
0:? -4 (const int)
0:? 'cib' ( const int)
0:? -42 (const int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
@@ -290,8 +290,8 @@ gl_FragCoord origin is upper left
0:43 101 (const int)
0:43 101 (const int)
0:43 101 (const int)
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:43 Constant:
0:43 0 (const uint)
0:15 Constant:
@@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
0:44 102 (const int)
0:44 102 (const int)
0:44 102 (const int)
0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:44 ui4: direct index for structure ( uniform 4-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:44 Constant:
0:44 0 (const uint)
0:44 'myarray' ( temp 2-element array of int)
@@ -318,8 +318,8 @@ gl_FragCoord origin is upper left
0:45 103 (const int)
0:45 103 (const int)
0:45 103 (const int)
0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:45 ui4: direct index for structure ( uniform 4-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:45 Constant:
0:45 0 (const uint)
0:45 'myarray' ( temp 2-element array of int)
@@ -368,11 +368,11 @@ gl_FragCoord origin is upper left
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:36 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:? 'cia' ( const int)
0:? -4 (const int)
0:? 'cib' ( const int)
0:? -42 (const int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
// Module Version 10000

View File

@@ -101,8 +101,8 @@ ERROR: node is still EOpNull!
0:41 101 (const int)
0:41 101 (const int)
0:41 101 (const int)
0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:41 ui4: direct index for structure ( uniform 4-component vector of int)
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:41 Constant:
0:41 0 (const uint)
0:15 Constant:
@@ -116,8 +116,8 @@ ERROR: node is still EOpNull!
0:42 102 (const int)
0:42 102 (const int)
0:42 102 (const int)
0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:42 ui4: direct index for structure ( uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:42 Constant:
0:42 0 (const uint)
0:42 'myarray' ( temp 2-element array of int)
@@ -129,8 +129,8 @@ ERROR: node is still EOpNull!
0:43 103 (const int)
0:43 103 (const int)
0:43 103 (const int)
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:43 Constant:
0:43 0 (const uint)
0:43 'myarray' ( temp 2-element array of int)
@@ -185,11 +185,11 @@ ERROR: node is still EOpNull!
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:37 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:? 'cia' ( const int)
0:? -4 (const int)
0:? 'cib' ( const int)
0:? -42 (const int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
@@ -291,8 +291,8 @@ ERROR: node is still EOpNull!
0:41 101 (const int)
0:41 101 (const int)
0:41 101 (const int)
0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:41 ui4: direct index for structure ( uniform 4-component vector of int)
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:41 Constant:
0:41 0 (const uint)
0:15 Constant:
@@ -306,8 +306,8 @@ ERROR: node is still EOpNull!
0:42 102 (const int)
0:42 102 (const int)
0:42 102 (const int)
0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:42 ui4: direct index for structure ( uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:42 Constant:
0:42 0 (const uint)
0:42 'myarray' ( temp 2-element array of int)
@@ -319,8 +319,8 @@ ERROR: node is still EOpNull!
0:43 103 (const int)
0:43 103 (const int)
0:43 103 (const int)
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:43 Constant:
0:43 0 (const uint)
0:43 'myarray' ( temp 2-element array of int)
@@ -375,11 +375,11 @@ ERROR: node is still EOpNull!
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:37 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:? 'cia' ( const int)
0:? -4 (const int)
0:? 'cib' ( const int)
0:? -42 (const int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
SPIR-V is not generated for failed compile or link

View File

@@ -7,42 +7,42 @@ gl_FragCoord origin is upper left
0:? Sequence
0:15 mod ( temp float)
0:15 Convert int to float ( temp float)
0:15 ival: direct index for structure (layout( offset=32) uniform int)
0:15 '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})
0:15 ival: direct index for structure ( uniform int)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:15 Constant:
0:15 2 (const uint)
0:15 fval: direct index for structure (layout( offset=64) uniform float)
0:15 '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})
0:15 fval: direct index for structure ( uniform float)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:15 Constant:
0:15 4 (const uint)
0:16 mod ( temp 4-component vector of float)
0:16 Convert int to float ( temp 4-component vector of float)
0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int)
0:16 '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})
0:16 ival4: direct index for structure ( uniform 4-component vector of int)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 3 (const uint)
0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
0:16 '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})
0:16 fval4: direct index for structure ( uniform 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 5 (const uint)
0:18 mod ( temp float)
0:18 Convert bool to float ( temp float)
0:18 bval: direct index for structure (layout( offset=0) uniform bool)
0:18 '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})
0:18 bval: direct index for structure ( uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:18 Constant:
0:18 0 (const uint)
0:18 fval: direct index for structure (layout( offset=64) uniform float)
0:18 '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})
0:18 fval: direct index for structure ( uniform float)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:18 Constant:
0:18 4 (const uint)
0:19 mod ( temp 4-component vector of float)
0:19 Convert bool to float ( temp 4-component vector of float)
0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:19 '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})
0:19 bval4: direct index for structure ( uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 1 (const uint)
0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
0:19 '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})
0:19 fval4: direct index for structure ( uniform 4-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 5 (const uint)
0:21 Sequence
@@ -53,8 +53,8 @@ gl_FragCoord origin is upper left
0:22 mod second child into first child ( temp int)
0:22 'l_int' ( temp int)
0:22 Convert float to int ( temp int)
0:22 fval: direct index for structure (layout( offset=64) uniform float)
0:22 '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})
0:22 fval: direct index for structure ( uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:22 Constant:
0:22 4 (const uint)
0:25 move second child to first child ( temp 4-component vector of float)
@@ -80,8 +80,8 @@ gl_FragCoord origin is upper left
0:14 Constant:
0:14 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
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:
@@ -95,42 +95,42 @@ gl_FragCoord origin is upper left
0:? Sequence
0:15 mod ( temp float)
0:15 Convert int to float ( temp float)
0:15 ival: direct index for structure (layout( offset=32) uniform int)
0:15 '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})
0:15 ival: direct index for structure ( uniform int)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:15 Constant:
0:15 2 (const uint)
0:15 fval: direct index for structure (layout( offset=64) uniform float)
0:15 '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})
0:15 fval: direct index for structure ( uniform float)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:15 Constant:
0:15 4 (const uint)
0:16 mod ( temp 4-component vector of float)
0:16 Convert int to float ( temp 4-component vector of float)
0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int)
0:16 '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})
0:16 ival4: direct index for structure ( uniform 4-component vector of int)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 3 (const uint)
0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
0:16 '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})
0:16 fval4: direct index for structure ( uniform 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 5 (const uint)
0:18 mod ( temp float)
0:18 Convert bool to float ( temp float)
0:18 bval: direct index for structure (layout( offset=0) uniform bool)
0:18 '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})
0:18 bval: direct index for structure ( uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:18 Constant:
0:18 0 (const uint)
0:18 fval: direct index for structure (layout( offset=64) uniform float)
0:18 '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})
0:18 fval: direct index for structure ( uniform float)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:18 Constant:
0:18 4 (const uint)
0:19 mod ( temp 4-component vector of float)
0:19 Convert bool to float ( temp 4-component vector of float)
0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool)
0:19 '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})
0:19 bval4: direct index for structure ( uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 1 (const uint)
0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float)
0:19 '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})
0:19 fval4: direct index for structure ( uniform 4-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 5 (const uint)
0:21 Sequence
@@ -141,8 +141,8 @@ gl_FragCoord origin is upper left
0:22 mod second child into first child ( temp int)
0:22 'l_int' ( temp int)
0:22 Convert float to int ( temp int)
0:22 fval: direct index for structure (layout( offset=64) uniform float)
0:22 '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})
0:22 fval: direct index for structure ( uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:22 Constant:
0:22 4 (const uint)
0:25 move second child to first child ( temp 4-component vector of float)
@@ -168,8 +168,8 @@ gl_FragCoord origin is upper left
0:14 Constant:
0:14 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
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

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -29,8 +29,8 @@ gl_FragCoord origin is upper left
0:16 0 (const int)
0:? Linker Objects
0:? 'TestTexture' ( uniform texture2D)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF})
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 TestUF})
Linked fragment stage:
@@ -66,8 +66,8 @@ gl_FragCoord origin is upper left
0:16 0 (const int)
0:? Linker Objects
0:? 'TestTexture' ( uniform texture2D)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF})
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 TestUF})
// Module Version 10000
// Generated by (magic number): 80001

View File

@@ -113,11 +113,11 @@ gl_FragCoord origin is upper left
0:? 'input' ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ 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:? 's2' ( global structure{ temp 4-component vector of float i})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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})
0:? 's_ff1' ( in bool Face)
@@ -234,11 +234,11 @@ gl_FragCoord origin is upper left
0:? 'input' ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ 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:? 's2' ( global structure{ temp 4-component vector of float i})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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})
0:? 's_ff1' ( in bool Face)
// Module Version 10000

View File

@@ -45,13 +45,13 @@ using depth_greater
0:15 Constant:
0:15 3 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'f' (layout( location=0) out float)
0:? 'g' (layout( location=1) out float)
0:? 'd' ( out float FragDepth)
0:? 'normal' (layout( location=2) out 4-component vector of float)
0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal})
0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
Linked fragment stage:
@@ -103,13 +103,13 @@ using depth_greater
0:15 Constant:
0:15 3 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'f' (layout( location=0) out float)
0:? 'g' (layout( location=1) out float)
0:? 'd' ( out float FragDepth)
0:? 'normal' (layout( location=2) out 4-component vector of float)
0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal})
0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
// Module Version 10000
// Generated by (magic number): 80001
@@ -148,16 +148,16 @@ using depth_greater
MemberName 56(T) 1 "g"
MemberName 56(T) 2 "d"
MemberName 56(T) 3 "normal"
Name 57 "buff"
MemberName 57(buff) 0 "t"
Name 57 "$Global"
MemberName 57($Global) 0 "s"
Name 59 ""
Name 60 "T"
MemberName 60(T) 0 "f"
MemberName 60(T) 1 "g"
MemberName 60(T) 2 "d"
MemberName 60(T) 3 "normal"
Name 61 "$Global"
MemberName 61($Global) 0 "s"
Name 61 "buff"
MemberName 61(buff) 0 "t"
Name 63 ""
MemberDecorate 19(T) 1 Centroid
Decorate 21(t) Location 0
@@ -165,19 +165,19 @@ using depth_greater
Decorate 46(g) Location 1
Decorate 49(d) BuiltIn FragDepth
Decorate 53(normal) Location 2
MemberDecorate 56(T) 0 Offset 0
MemberDecorate 56(T) 1 Offset 4
MemberDecorate 56(T) 2 Offset 8
MemberDecorate 56(T) 3 Offset 16
MemberDecorate 57(buff) 0 Offset 96
Decorate 57(buff) Block
MemberDecorate 56(T) 0 Offset 68
MemberDecorate 56(T) 1 Offset 72
MemberDecorate 56(T) 2 Offset 76
MemberDecorate 56(T) 3 Offset 80
MemberDecorate 57($Global) 0 Offset 0
Decorate 57($Global) Block
Decorate 59 DescriptorSet 0
MemberDecorate 60(T) 0 Offset 68
MemberDecorate 60(T) 1 Offset 72
MemberDecorate 60(T) 2 Offset 76
MemberDecorate 60(T) 3 Offset 80
MemberDecorate 61($Global) 0 Offset 0
Decorate 61($Global) Block
MemberDecorate 60(T) 0 Offset 0
MemberDecorate 60(T) 1 Offset 4
MemberDecorate 60(T) 2 Offset 8
MemberDecorate 60(T) 3 Offset 16
MemberDecorate 61(buff) 0 Offset 96
Decorate 61(buff) Block
Decorate 63 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
@@ -203,12 +203,12 @@ using depth_greater
52: TypePointer Output 7(fvec4)
53(normal): 52(ptr) Variable Output
56(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
57(buff): TypeStruct 56(T)
58: TypePointer Uniform 57(buff)
57($Global): TypeStruct 56(T)
58: TypePointer Uniform 57($Global)
59: 58(ptr) Variable Uniform
60(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
61($Global): TypeStruct 60(T)
62: TypePointer Uniform 61($Global)
61(buff): TypeStruct 60(T)
62: TypePointer Uniform 61(buff)
63: 62(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label

View File

@@ -0,0 +1,378 @@
hlsl.this.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child ( temp 2-component vector of float)
0:1 'var' ( global 2-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:6 Function Definition: type1::memFun1(vi3; ( temp int)
0:6 Function Parameters:
0:6 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:6 'var' ( in 3-component vector of int)
0:? Sequence
0:7 Branch: Return with expression
0:7 add ( temp int)
0:7 add ( temp int)
0:7 direct index ( temp int)
0:7 'var' ( in 3-component vector of int)
0:7 Constant:
0:7 2 (const int)
0:7 var: direct index for structure ( temp int)
0:7 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:7 Constant:
0:7 1 (const int)
0:7 var2: direct index for structure ( temp int)
0:7 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:7 Constant:
0:7 2 (const uint)
0:10 Function Definition: type1::memFun2(i1; ( temp int)
0:10 Function Parameters:
0:10 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:10 'a' ( in int)
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 3-component vector of int)
0:11 'var' ( temp 3-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:12 Branch: Return with expression
0:12 add ( temp int)
0:12 add ( temp int)
0:12 direct index ( temp int)
0:12 'var' ( temp 3-component vector of int)
0:12 Constant:
0:12 2 (const int)
0:12 Convert float to int ( temp int)
0:12 direct index ( temp float)
0:12 bar: direct index for structure ( temp 2-component vector of float)
0:12 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:12 Constant:
0:12 0 (const uint)
0:12 Constant:
0:12 1 (const int)
0:12 var2: direct index for structure ( temp int)
0:12 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:12 Constant:
0:12 2 (const int)
0:20 Function Definition: @main( ( temp 4-component vector of float)
0:20 Function Parameters:
0:? Sequence
0:22 move second child to first child ( temp 2-component vector of float)
0:22 bar: direct index for structure ( temp 2-component vector of float)
0:22 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:22 Constant:
0:22 0 (const int)
0:22 'var' ( global 2-component vector of float)
0:23 move second child to first child ( temp int)
0:23 var: direct index for structure ( temp int)
0:23 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 7 (const int)
0:24 move second child to first child ( temp int)
0:24 var2: direct index for structure ( temp int)
0:24 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 9 (const int)
0:25 Sequence
0:25 move second child to first child ( temp int)
0:25 'i' ( temp int)
0:25 Function Call: type1::memFun1(vi3; ( temp int)
0:25 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:? Constant:
0:? 10 (const int)
0:? 11 (const int)
0:? 12 (const int)
0:26 add second child into first child ( temp int)
0:26 'i' ( temp int)
0:26 Function Call: type1::memFun2(i1; ( temp int)
0:26 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:26 Constant:
0:26 17 (const int)
0:28 Branch: Return with expression
0:? Construct vec4 ( temp 4-component vector of float)
0:28 Convert int to float ( temp float)
0:28 'i' ( temp int)
0:28 Convert int to float ( temp float)
0:28 'i' ( temp int)
0:28 Convert int to float ( temp float)
0:28 'i' ( temp int)
0:28 Convert int to float ( temp float)
0:28 'i' ( temp int)
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:20 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'var' ( global 2-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child ( temp 2-component vector of float)
0:1 'var' ( global 2-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:6 Function Definition: type1::memFun1(vi3; ( temp int)
0:6 Function Parameters:
0:6 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:6 'var' ( in 3-component vector of int)
0:? Sequence
0:7 Branch: Return with expression
0:7 add ( temp int)
0:7 add ( temp int)
0:7 direct index ( temp int)
0:7 'var' ( in 3-component vector of int)
0:7 Constant:
0:7 2 (const int)
0:7 var: direct index for structure ( temp int)
0:7 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:7 Constant:
0:7 1 (const int)
0:7 var2: direct index for structure ( temp int)
0:7 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:7 Constant:
0:7 2 (const uint)
0:10 Function Definition: type1::memFun2(i1; ( temp int)
0:10 Function Parameters:
0:10 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:10 'a' ( in int)
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 3-component vector of int)
0:11 'var' ( temp 3-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:12 Branch: Return with expression
0:12 add ( temp int)
0:12 add ( temp int)
0:12 direct index ( temp int)
0:12 'var' ( temp 3-component vector of int)
0:12 Constant:
0:12 2 (const int)
0:12 Convert float to int ( temp int)
0:12 direct index ( temp float)
0:12 bar: direct index for structure ( temp 2-component vector of float)
0:12 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:12 Constant:
0:12 0 (const uint)
0:12 Constant:
0:12 1 (const int)
0:12 var2: direct index for structure ( temp int)
0:12 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:12 Constant:
0:12 2 (const int)
0:20 Function Definition: @main( ( temp 4-component vector of float)
0:20 Function Parameters:
0:? Sequence
0:22 move second child to first child ( temp 2-component vector of float)
0:22 bar: direct index for structure ( temp 2-component vector of float)
0:22 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:22 Constant:
0:22 0 (const int)
0:22 'var' ( global 2-component vector of float)
0:23 move second child to first child ( temp int)
0:23 var: direct index for structure ( temp int)
0:23 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 7 (const int)
0:24 move second child to first child ( temp int)
0:24 var2: direct index for structure ( temp int)
0:24 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 9 (const int)
0:25 Sequence
0:25 move second child to first child ( temp int)
0:25 'i' ( temp int)
0:25 Function Call: type1::memFun1(vi3; ( temp int)
0:25 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:? Constant:
0:? 10 (const int)
0:? 11 (const int)
0:? 12 (const int)
0:26 add second child into first child ( temp int)
0:26 'i' ( temp int)
0:26 Function Call: type1::memFun2(i1; ( temp int)
0:26 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2})
0:26 Constant:
0:26 17 (const int)
0:28 Branch: Return with expression
0:? Construct vec4 ( temp 4-component vector of float)
0:28 Convert int to float ( temp float)
0:28 'i' ( temp int)
0:28 Convert int to float ( temp float)
0:28 'i' ( temp int)
0:28 Convert int to float ( temp float)
0:28 'i' ( temp int)
0:28 Convert int to float ( temp float)
0:28 'i' ( temp int)
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:20 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'var' ( global 2-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 98
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 96
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "type1"
MemberName 9(type1) 0 "bar"
MemberName 9(type1) 1 "var"
MemberName 9(type1) 2 "var2"
Name 16 "type1::memFun1(vi3;"
Name 14 "@this"
Name 15 "var"
Name 22 "type1::memFun2(i1;"
Name 20 "@this"
Name 21 "a"
Name 26 "@main("
Name 29 "var"
Name 47 "var"
Name 64 "T"
Name 72 "i"
Name 77 "param"
Name 80 "param"
Name 96 "@entryPointOutput"
Decorate 96(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 2
8: TypeInt 32 1
9(type1): TypeStruct 7(fvec2) 8(int) 8(int)
10: TypePointer Function 9(type1)
11: TypeVector 8(int) 3
12: TypePointer Function 11(ivec3)
13: TypeFunction 8(int) 10(ptr) 12(ptr)
18: TypePointer Function 8(int)
19: TypeFunction 8(int) 10(ptr) 18(ptr)
24: TypeVector 6(float) 4
25: TypeFunction 24(fvec4)
28: TypePointer Private 7(fvec2)
29(var): 28(ptr) Variable Private
30: 6(float) Constant 1065353216
31: 6(float) Constant 1073741824
32: 7(fvec2) ConstantComposite 30 31
33: TypeInt 32 0
34: 33(int) Constant 2
37: 8(int) Constant 1
41: 8(int) Constant 2
48: 8(int) Constant 3
49: 11(ivec3) ConstantComposite 37 41 48
52: 8(int) Constant 0
53: 33(int) Constant 1
54: TypePointer Function 6(float)
66: TypePointer Function 7(fvec2)
68: 8(int) Constant 7
70: 8(int) Constant 9
73: 8(int) Constant 10
74: 8(int) Constant 11
75: 8(int) Constant 12
76: 11(ivec3) ConstantComposite 73 74 75
79: 8(int) Constant 17
95: TypePointer Output 24(fvec4)
96(@entryPointOutput): 95(ptr) Variable Output
4(main): 2 Function None 3
5: Label
Store 29(var) 32
97: 24(fvec4) FunctionCall 26(@main()
Store 96(@entryPointOutput) 97
Return
FunctionEnd
16(type1::memFun1(vi3;): 8(int) Function None 13
14(@this): 10(ptr) FunctionParameter
15(var): 12(ptr) FunctionParameter
17: Label
35: 18(ptr) AccessChain 15(var) 34
36: 8(int) Load 35
38: 18(ptr) AccessChain 14(@this) 37
39: 8(int) Load 38
40: 8(int) IAdd 36 39
42: 18(ptr) AccessChain 14(@this) 41
43: 8(int) Load 42
44: 8(int) IAdd 40 43
ReturnValue 44
FunctionEnd
22(type1::memFun2(i1;): 8(int) Function None 19
20(@this): 10(ptr) FunctionParameter
21(a): 18(ptr) FunctionParameter
23: Label
47(var): 12(ptr) Variable Function
Store 47(var) 49
50: 18(ptr) AccessChain 47(var) 34
51: 8(int) Load 50
55: 54(ptr) AccessChain 20(@this) 52 53
56: 6(float) Load 55
57: 8(int) ConvertFToS 56
58: 8(int) IAdd 51 57
59: 18(ptr) AccessChain 20(@this) 41
60: 8(int) Load 59
61: 8(int) IAdd 58 60
ReturnValue 61
FunctionEnd
26(@main(): 24(fvec4) Function None 25
27: Label
64(T): 10(ptr) Variable Function
72(i): 18(ptr) Variable Function
77(param): 12(ptr) Variable Function
80(param): 18(ptr) Variable Function
65: 7(fvec2) Load 29(var)
67: 66(ptr) AccessChain 64(T) 52
Store 67 65
69: 18(ptr) AccessChain 64(T) 37
Store 69 68
71: 18(ptr) AccessChain 64(T) 41
Store 71 70
Store 77(param) 76
78: 8(int) FunctionCall 16(type1::memFun1(vi3;) 64(T) 77(param)
Store 72(i) 78
Store 80(param) 79
81: 8(int) FunctionCall 22(type1::memFun2(i1;) 64(T) 80(param)
82: 8(int) Load 72(i)
83: 8(int) IAdd 82 81
Store 72(i) 83
84: 8(int) Load 72(i)
85: 6(float) ConvertSToF 84
86: 8(int) Load 72(i)
87: 6(float) ConvertSToF 86
88: 8(int) Load 72(i)
89: 6(float) ConvertSToF 88
90: 8(int) Load 72(i)
91: 6(float) ConvertSToF 90
92: 24(fvec4) CompositeConstruct 85 87 89 91
ReturnValue 92
FunctionEnd

View File

@@ -25,8 +25,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:42 Branch: Return with expression
0:42 Convert int to float ( temp 4-component vector of float)
0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:42 c4: direct index for structure ( uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:42 Constant:
0:42 3 (const uint)
0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
@@ -34,8 +34,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:49 textureFetch ( temp 4-component vector of float)
0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:49 c1: direct index for structure (layout( offset=0) uniform int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 c1: direct index for structure ( uniform int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 0 (const uint)
0:49 Constant:
@@ -45,8 +45,8 @@ gl_FragCoord origin is upper left
0:51 'r00' ( temp 4-component vector of float)
0:51 textureFetch ( temp 4-component vector of float)
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:51 c1: direct index for structure (layout( offset=0) uniform int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c1: direct index for structure ( uniform int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 0 (const uint)
0:51 Constant:
@@ -56,8 +56,8 @@ gl_FragCoord origin is upper left
0:52 'r01' ( temp 4-component vector of int)
0:52 textureFetch ( temp 4-component vector of int)
0:52 'g_tTex1di4' ( uniform itexture1D)
0:52 c1: direct index for structure (layout( offset=0) uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c1: direct index for structure ( uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 0 (const uint)
0:52 Constant:
@@ -67,8 +67,8 @@ gl_FragCoord origin is upper left
0:53 'r02' ( temp 4-component vector of uint)
0:53 textureFetch ( temp 4-component vector of uint)
0:53 'g_tTex1du4' ( uniform utexture1D)
0:53 c1: direct index for structure (layout( offset=0) uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c1: direct index for structure ( uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 0 (const uint)
0:53 Constant:
@@ -78,8 +78,8 @@ gl_FragCoord origin is upper left
0:56 'r10' ( temp 4-component vector of float)
0:56 textureFetch ( temp 4-component vector of float)
0:56 'g_tTex2df4' ( uniform texture2D)
0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 c2: direct index for structure ( uniform 2-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 1 (const uint)
0:56 Constant:
@@ -89,8 +89,8 @@ gl_FragCoord origin is upper left
0:57 'r11' ( temp 4-component vector of int)
0:57 textureFetch ( temp 4-component vector of int)
0:57 'g_tTex2di4' ( uniform itexture2D)
0:57 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c2: direct index for structure ( uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 1 (const uint)
0:57 Constant:
@@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
0:58 'r12' ( temp 4-component vector of uint)
0:58 textureFetch ( temp 4-component vector of uint)
0:58 'g_tTex2du4' ( uniform utexture2D)
0:58 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c2: direct index for structure ( uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 1 (const uint)
0:58 Constant:
@@ -111,8 +111,8 @@ gl_FragCoord origin is upper left
0:61 'r20' ( temp 4-component vector of float)
0:61 textureFetch ( temp 4-component vector of float)
0:61 'g_tTex3df4' ( uniform texture3D)
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:61 c3: direct index for structure ( uniform 3-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:61 Constant:
0:61 2 (const uint)
0:61 Constant:
@@ -122,8 +122,8 @@ gl_FragCoord origin is upper left
0:62 'r21' ( temp 4-component vector of int)
0:62 textureFetch ( temp 4-component vector of int)
0:62 'g_tTex3di4' ( uniform itexture3D)
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c3: direct index for structure ( uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 2 (const uint)
0:62 Constant:
@@ -133,8 +133,8 @@ gl_FragCoord origin is upper left
0:63 'r22' ( temp 4-component vector of uint)
0:63 textureFetch ( temp 4-component vector of uint)
0:63 'g_tTex3du4' ( uniform utexture3D)
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c3: direct index for structure ( uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 2 (const uint)
0:63 Constant:
@@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
0:66 textureFetch ( temp 4-component vector of float)
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:66 c1: direct index for structure (layout( offset=0) uniform int)
0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:66 c1: direct index for structure ( uniform int)
0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:66 Constant:
0:66 0 (const uint)
0:66 Constant:
@@ -151,8 +151,8 @@ gl_FragCoord origin is upper left
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
0:67 textureFetch ( temp 4-component vector of int)
0:67 'g_tTex1di4' ( uniform itexture1D)
0:67 c1: direct index for structure (layout( offset=0) uniform int)
0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:67 c1: direct index for structure ( uniform int)
0:67 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:67 Constant:
0:67 0 (const uint)
0:67 Constant:
@@ -160,8 +160,8 @@ gl_FragCoord origin is upper left
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
0:68 textureFetch ( temp 4-component vector of uint)
0:68 'g_tTex1du4' ( uniform utexture1D)
0:68 c1: direct index for structure (layout( offset=0) uniform int)
0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:68 c1: direct index for structure ( uniform int)
0:68 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:68 Constant:
0:68 0 (const uint)
0:68 Constant:
@@ -205,7 +205,7 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
@@ -238,8 +238,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:42 Branch: Return with expression
0:42 Convert int to float ( temp 4-component vector of float)
0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:42 c4: direct index for structure ( uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:42 Constant:
0:42 3 (const uint)
0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
@@ -247,8 +247,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:49 textureFetch ( temp 4-component vector of float)
0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:49 c1: direct index for structure (layout( offset=0) uniform int)
0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:49 c1: direct index for structure ( uniform int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 0 (const uint)
0:49 Constant:
@@ -258,8 +258,8 @@ gl_FragCoord origin is upper left
0:51 'r00' ( temp 4-component vector of float)
0:51 textureFetch ( temp 4-component vector of float)
0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:51 c1: direct index for structure (layout( offset=0) uniform int)
0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:51 c1: direct index for structure ( uniform int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 0 (const uint)
0:51 Constant:
@@ -269,8 +269,8 @@ gl_FragCoord origin is upper left
0:52 'r01' ( temp 4-component vector of int)
0:52 textureFetch ( temp 4-component vector of int)
0:52 'g_tTex1di4' ( uniform itexture1D)
0:52 c1: direct index for structure (layout( offset=0) uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c1: direct index for structure ( uniform int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 0 (const uint)
0:52 Constant:
@@ -280,8 +280,8 @@ gl_FragCoord origin is upper left
0:53 'r02' ( temp 4-component vector of uint)
0:53 textureFetch ( temp 4-component vector of uint)
0:53 'g_tTex1du4' ( uniform utexture1D)
0:53 c1: direct index for structure (layout( offset=0) uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c1: direct index for structure ( uniform int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 0 (const uint)
0:53 Constant:
@@ -291,8 +291,8 @@ gl_FragCoord origin is upper left
0:56 'r10' ( temp 4-component vector of float)
0:56 textureFetch ( temp 4-component vector of float)
0:56 'g_tTex2df4' ( uniform texture2D)
0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:56 c2: direct index for structure ( uniform 2-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 1 (const uint)
0:56 Constant:
@@ -302,8 +302,8 @@ gl_FragCoord origin is upper left
0:57 'r11' ( temp 4-component vector of int)
0:57 textureFetch ( temp 4-component vector of int)
0:57 'g_tTex2di4' ( uniform itexture2D)
0:57 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c2: direct index for structure ( uniform 2-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 1 (const uint)
0:57 Constant:
@@ -313,8 +313,8 @@ gl_FragCoord origin is upper left
0:58 'r12' ( temp 4-component vector of uint)
0:58 textureFetch ( temp 4-component vector of uint)
0:58 'g_tTex2du4' ( uniform utexture2D)
0:58 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c2: direct index for structure ( uniform 2-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 1 (const uint)
0:58 Constant:
@@ -324,8 +324,8 @@ gl_FragCoord origin is upper left
0:61 'r20' ( temp 4-component vector of float)
0:61 textureFetch ( temp 4-component vector of float)
0:61 'g_tTex3df4' ( uniform texture3D)
0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:61 c3: direct index for structure ( uniform 3-component vector of int)
0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:61 Constant:
0:61 2 (const uint)
0:61 Constant:
@@ -335,8 +335,8 @@ gl_FragCoord origin is upper left
0:62 'r21' ( temp 4-component vector of int)
0:62 textureFetch ( temp 4-component vector of int)
0:62 'g_tTex3di4' ( uniform itexture3D)
0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c3: direct index for structure ( uniform 3-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 2 (const uint)
0:62 Constant:
@@ -346,8 +346,8 @@ gl_FragCoord origin is upper left
0:63 'r22' ( temp 4-component vector of uint)
0:63 textureFetch ( temp 4-component vector of uint)
0:63 'g_tTex3du4' ( uniform utexture3D)
0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c3: direct index for structure ( uniform 3-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 2 (const uint)
0:63 Constant:
@@ -355,8 +355,8 @@ gl_FragCoord origin is upper left
0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float)
0:66 textureFetch ( temp 4-component vector of float)
0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:66 c1: direct index for structure (layout( offset=0) uniform int)
0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:66 c1: direct index for structure ( uniform int)
0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:66 Constant:
0:66 0 (const uint)
0:66 Constant:
@@ -364,8 +364,8 @@ gl_FragCoord origin is upper left
0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int)
0:67 textureFetch ( temp 4-component vector of int)
0:67 'g_tTex1di4' ( uniform itexture1D)
0:67 c1: direct index for structure (layout( offset=0) uniform int)
0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:67 c1: direct index for structure ( uniform int)
0:67 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:67 Constant:
0:67 0 (const uint)
0:67 Constant:
@@ -373,8 +373,8 @@ gl_FragCoord origin is upper left
0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint)
0:68 textureFetch ( temp 4-component vector of uint)
0:68 'g_tTex1du4' ( uniform utexture1D)
0:68 c1: direct index for structure (layout( offset=0) uniform int)
0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:68 c1: direct index for structure ( uniform int)
0:68 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:68 Constant:
0:68 0 (const uint)
0:68 Constant:
@@ -418,7 +418,7 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000

View File

@@ -8,8 +8,8 @@ Shader version: 450
0:23 b: direct index for structure ( temp float)
0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b})
0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2})
0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:23 foo: direct index for structure ( uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:23 Constant:
0:23 0 (const uint)
0:23 Constant:
@@ -25,8 +25,8 @@ Shader version: 450
0:? '@entryPointOutput' (layout( location=0) out float)
0:22 Function Call: @main( ( temp float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:? '@entryPointOutput' (layout( location=0) out float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
Linked vertex stage:
@@ -41,8 +41,8 @@ Shader version: 450
0:23 b: direct index for structure ( temp float)
0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b})
0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2})
0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:23 foo: direct index for structure ( uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:23 Constant:
0:23 0 (const uint)
0:23 Constant:
@@ -58,8 +58,8 @@ Shader version: 450
0:? '@entryPointOutput' (layout( location=0) out float)
0:22 Function Call: @main( ( temp float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:? '@entryPointOutput' (layout( location=0) out float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
// Module Version 10000
// Generated by (magic number): 80001

View File

@@ -0,0 +1,67 @@
spv.450.geom
Warning, version 450 is not yet complete; most version-specific features are present, but some are missing.
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 26
Capability Geometry
Capability GeometryPointSize
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 13 20
ExecutionMode 4 Triangles
ExecutionMode 4 Invocations 4
ExecutionMode 4 OutputLineStrip
ExecutionMode 4 OutputVertices 127
Source GLSL 450
Name 4 "main"
Name 11 "gl_PerVertex"
MemberName 11(gl_PerVertex) 0 "gl_Position"
MemberName 11(gl_PerVertex) 1 "gl_PointSize"
MemberName 11(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 11(gl_PerVertex) 3 "gl_CullDistance"
Name 13 ""
Name 16 "gl_PerVertex"
MemberName 16(gl_PerVertex) 0 "gl_Position"
MemberName 16(gl_PerVertex) 1 "gl_PointSize"
MemberName 16(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 16(gl_PerVertex) 3 "gl_CullDistance"
Name 20 "gl_in"
MemberDecorate 11(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 11(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 11(gl_PerVertex) 2 BuiltIn ClipDistance
MemberDecorate 11(gl_PerVertex) 3 BuiltIn CullDistance
Decorate 11(gl_PerVertex) Block
MemberDecorate 16(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 16(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 16(gl_PerVertex) 2 BuiltIn ClipDistance
MemberDecorate 16(gl_PerVertex) 3 BuiltIn CullDistance
Decorate 16(gl_PerVertex) Block
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeInt 32 0
9: 8(int) Constant 1
10: TypeArray 6(float) 9
11(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 10 10
12: TypePointer Output 11(gl_PerVertex)
13: 12(ptr) Variable Output
14: TypeInt 32 1
15: 14(int) Constant 1
16(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 10 10
17: 8(int) Constant 3
18: TypeArray 16(gl_PerVertex) 17
19: TypePointer Input 18
20(gl_in): 19(ptr) Variable Input
21: TypePointer Input 6(float)
24: TypePointer Output 6(float)
4(main): 2 Function None 3
5: Label
22: 21(ptr) AccessChain 20(gl_in) 15 15
23: 6(float) Load 22
25: 24(ptr) AccessChain 13 15
Store 25 23
Return
FunctionEnd

View File

@@ -0,0 +1,49 @@
spv.450.noRedecl.tesc
Warning, version 450 is not yet complete; most version-specific features are present, but some are missing.
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 21
Capability Tessellation
Capability TessellationPointSize
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint TessellationControl 4 "main" 15 20
ExecutionMode 4 OutputVertices 4
Source GLSL 450
Name 4 "main"
Name 11 "gl_PerVertex"
MemberName 11(gl_PerVertex) 0 "gl_Position"
MemberName 11(gl_PerVertex) 1 "gl_PointSize"
MemberName 11(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 11(gl_PerVertex) 3 "gl_CullDistance"
Name 15 "gl_in"
Name 20 "patchOut"
MemberDecorate 11(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 11(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 11(gl_PerVertex) 2 BuiltIn ClipDistance
MemberDecorate 11(gl_PerVertex) 3 BuiltIn CullDistance
Decorate 11(gl_PerVertex) Block
Decorate 20(patchOut) Patch
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeInt 32 0
9: 8(int) Constant 1
10: TypeArray 6(float) 9
11(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 10 10
12: 8(int) Constant 32
13: TypeArray 11(gl_PerVertex) 12
14: TypePointer Input 13
15(gl_in): 14(ptr) Variable Input
16: TypeInt 32 1
17: 16(int) Constant 0
18: 16(int) Constant 1
19: TypePointer Output 7(fvec4)
20(patchOut): 19(ptr) Variable Output
4(main): 2 Function None 3
5: Label
Return
FunctionEnd

View File

@@ -25,7 +25,6 @@ Warning, version 450 is not yet complete; most version-specific features are pre
MemberName 27(gl_PerVertex) 1 "gl_PointSize"
MemberName 27(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 27(gl_PerVertex) 3 "gl_CullDistance"
MemberName 27(gl_PerVertex) 4 "gl_SecondaryPositionNV"
MemberName 27(gl_PerVertex) 5 "gl_PositionPerViewNV"
Name 31 "gl_in"
MemberDecorate 13(gl_PerVertex) 0 BuiltIn PositionPerViewNV
@@ -57,7 +56,7 @@ Warning, version 450 is not yet complete; most version-specific features are pre
22: 11(int) Constant 0
23: TypePointer Output 11(int)
26: TypeArray 6(float) 9
27(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 26 26 7(fvec4) 10
27(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 26 26 10
28: 8(int) Constant 32
29: TypeArray 27(gl_PerVertex) 28
30: TypePointer Input 29

View File

@@ -3,7 +3,7 @@ Warning, version 450 is not yet complete; most version-specific features are pre
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 39
// Id's are bound by 38
Capability Tessellation
Capability ShaderViewportMaskNV
@@ -12,7 +12,7 @@ Warning, version 450 is not yet complete; most version-specific features are pre
Extension "SPV_NV_viewport_array2"
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint TessellationControl 4 "main" 16 18 33
EntryPoint TessellationControl 4 "main" 16 18 32
ExecutionMode 4 OutputVertices 4
Source GLSL 450
SourceExtension "GL_NV_stereo_view_rendering"
@@ -24,14 +24,13 @@ Warning, version 450 is not yet complete; most version-specific features are pre
MemberName 12(gl_PerVertex) 2 "gl_SecondaryViewportMaskNV"
Name 16 "gl_out"
Name 18 "gl_InvocationID"
Name 29 "gl_PerVertex"
MemberName 29(gl_PerVertex) 0 "gl_Position"
MemberName 29(gl_PerVertex) 1 "gl_PointSize"
MemberName 29(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 29(gl_PerVertex) 3 "gl_CullDistance"
MemberName 29(gl_PerVertex) 4 "gl_SecondaryPositionNV"
MemberName 29(gl_PerVertex) 5 "gl_PositionPerViewNV"
Name 33 "gl_in"
Name 28 "gl_PerVertex"
MemberName 28(gl_PerVertex) 0 "gl_Position"
MemberName 28(gl_PerVertex) 1 "gl_PointSize"
MemberName 28(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 28(gl_PerVertex) 3 "gl_CullDistance"
MemberName 28(gl_PerVertex) 4 "gl_SecondaryPositionNV"
Name 32 "gl_in"
MemberDecorate 12(gl_PerVertex) 0 BuiltIn Layer
MemberDecorate 12(gl_PerVertex) 0 ViewportRelativeNV
MemberDecorate 12(gl_PerVertex) 0 SecondaryViewportRelativeNV 1
@@ -39,11 +38,11 @@ Warning, version 450 is not yet complete; most version-specific features are pre
MemberDecorate 12(gl_PerVertex) 2 BuiltIn SecondaryViewportMaskNV
Decorate 12(gl_PerVertex) Block
Decorate 18(gl_InvocationID) BuiltIn InvocationId
MemberDecorate 29(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 29(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 29(gl_PerVertex) 2 BuiltIn ClipDistance
MemberDecorate 29(gl_PerVertex) 3 BuiltIn CullDistance
Decorate 29(gl_PerVertex) Block
MemberDecorate 28(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 28(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 28(gl_PerVertex) 2 BuiltIn ClipDistance
MemberDecorate 28(gl_PerVertex) 3 BuiltIn CullDistance
Decorate 28(gl_PerVertex) Block
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
@@ -65,23 +64,22 @@ Warning, version 450 is not yet complete; most version-specific features are pre
23: TypePointer Output 6(int)
26: 9(int) Constant 1
27: TypeArray 7(float) 26
28: TypeArray 8(fvec4) 26
29(gl_PerVertex): TypeStruct 8(fvec4) 7(float) 27 27 8(fvec4) 28
30: 9(int) Constant 32
31: TypeArray 29(gl_PerVertex) 30
32: TypePointer Input 31
33(gl_in): 32(ptr) Variable Input
34: TypePointer Input 8(fvec4)
37: TypePointer Output 8(fvec4)
28(gl_PerVertex): TypeStruct 8(fvec4) 7(float) 27 27 8(fvec4)
29: 9(int) Constant 32
30: TypeArray 28(gl_PerVertex) 29
31: TypePointer Input 30
32(gl_in): 31(ptr) Variable Input
33: TypePointer Input 8(fvec4)
36: TypePointer Output 8(fvec4)
4(main): 2 Function None 3
5: Label
19: 6(int) Load 18(gl_InvocationID)
24: 23(ptr) AccessChain 16(gl_out) 19 20 21
Store 24 22
25: 6(int) Load 18(gl_InvocationID)
35: 34(ptr) AccessChain 33(gl_in) 22 21
36: 8(fvec4) Load 35
38: 37(ptr) AccessChain 16(gl_out) 25 22
Store 38 36
34: 33(ptr) AccessChain 32(gl_in) 22 21
35: 8(fvec4) Load 34
37: 36(ptr) AccessChain 16(gl_out) 25 22
Store 37 35
Return
FunctionEnd

View File

@@ -1,6 +1,6 @@
float4 a;
float b;
static float4 m = a * b;
void f1()
{
a * b;

View File

@@ -0,0 +1,13 @@
struct ps_in
{
};
struct ps_out
{
};
ps_out main (ps_in i)
{
ps_out o;
return o;
}

View File

@@ -0,0 +1,13 @@
struct vs_in
{
};
struct vs_out
{
};
vs_out main (vs_in i)
{
vs_out o;
return o;
}

View File

@@ -0,0 +1,35 @@
static float2 i = float2(1.0, 2.0);
struct type1
{
void setmem(float4 m) { memVar = m; }
void seti(int si) { i = si; }
float4 memVar;
float4 memFun(float4 a) : SV_Position
{
return i * a + memVar;
}
int memFun(int a) : SV_Position
{
return i + a - memVar.z;
}
int i;
};
static float2 j = i;
struct type2
{
float2 memFun() { return i; }
};
float4 main() : SV_Target0
{
type1 test;
test.setmem(float4(2.0,2.0,2.0,2.0));
test.seti(17);
float4 f4 = float4(1.0,1.0,1.0,1.0);
f4 += test.memFun(float4(5.0f,5.0f,5.0f,5.0f));
f4 += test.memFun(7);
return f4;
}

29
3rdparty/glslang/Test/hlsl.this.frag vendored Executable file
View File

@@ -0,0 +1,29 @@
static float2 var = float2(1.0, 2.0);
struct type1
{
int memFun1(int3 var)
{
return var.z + this.var + var2;
}
int memFun2(int a)
{
int3 var = int3(1,2,3);
return var.z + (int)bar.y + this.var2;
}
float2 bar;
int var;
int var2;
};
float4 main() : SV_Target0
{
type1 T;
T.bar = var;
T.var = 7;
T.var2 = 9;
int i = T.memFun1(int3(10,11,12));
i += T.memFun2(17);
return float4(i,i,i,i);
}

12
3rdparty/glslang/Test/spv.450.geom vendored Normal file
View File

@@ -0,0 +1,12 @@
#version 450 core
layout(triangles) in;
layout(line_strip) out;
layout(max_vertices = 127) out;
layout(invocations = 4) in;
void main()
{
gl_PointSize = gl_in[1].gl_PointSize;
}

View File

@@ -0,0 +1,10 @@
#version 450 core
layout(vertices = 4) out;
patch out vec4 patchOut;
void main()
{
gl_in[0].gl_PointSize;
}

View File

@@ -1802,7 +1802,7 @@ public:
}
// append this type's mangled name to the passed in 'name'
void appendMangledName(TString& name)
void appendMangledName(TString& name) const
{
buildMangledName(name);
name += ';' ;
@@ -1926,7 +1926,7 @@ protected:
}
void buildMangledName(TString&);
void buildMangledName(TString&) const;
TBasicType basicType : 8;
int vectorSize : 4; // 1 means either scalar or 1-component vector; see vector1 to disambiguate.

View File

@@ -2,5 +2,5 @@
// For the version, it uses the latest git tag followed by the number of commits.
// For the date, it uses the current date (when then script is run).
#define GLSLANG_REVISION "Overload400-PrecQual.1920"
#define GLSLANG_DATE "16-Mar-2017"
#define GLSLANG_REVISION "Overload400-PrecQual.1937"
#define GLSLANG_DATE "24-Mar-2017"

View File

@@ -3256,11 +3256,11 @@ void TBuiltIns::initialize(int version, EProfile profile, const SpvVersion& spvV
stageBuiltins[EShLangVertex].append(
"out int gl_ViewportIndex;"
"out int gl_Layer;"
"out int gl_ViewportMask[];"
"out int gl_SecondaryViewportMaskNV[];"
"out vec4 gl_SecondaryPositionNV;"
"out vec4 gl_PositionPerViewNV[];"
"out int gl_ViewportMaskPerViewNV[];"
"out int gl_ViewportMask[];" // GL_NV_viewport_array2
"out int gl_SecondaryViewportMaskNV[];" // GL_NV_stereo_view_rendering
"out vec4 gl_SecondaryPositionNV;" // GL_NV_stereo_view_rendering
"out vec4 gl_PositionPerViewNV[];" // GL_NVX_multiview_per_view_attributes
"out int gl_ViewportMaskPerViewNV[];" // GL_NVX_multiview_per_view_attributes
);
#endif
@@ -3333,8 +3333,8 @@ void TBuiltIns::initialize(int version, EProfile profile, const SpvVersion& spvV
stageBuiltins[EShLangGeometry].append(
"float gl_CullDistance[];"
#ifdef NV_EXTENSIONS
"vec4 gl_SecondaryPositionNV;"
"vec4 gl_PositionPerViewNV[];"
"vec4 gl_SecondaryPositionNV;" // GL_NV_stereo_view_rendering
"vec4 gl_PositionPerViewNV[];" // GL_NVX_multiview_per_view_attributes
#endif
);
stageBuiltins[EShLangGeometry].append(
@@ -3384,11 +3384,11 @@ void TBuiltIns::initialize(int version, EProfile profile, const SpvVersion& spvV
#ifdef NV_EXTENSIONS
if (version >= 450)
stageBuiltins[EShLangGeometry].append(
"out int gl_ViewportMask[];"
"out int gl_SecondaryViewportMaskNV[];"
"out vec4 gl_SecondaryPositionNV;"
"out vec4 gl_PositionPerViewNV[];"
"out int gl_ViewportMaskPerViewNV[];"
"out int gl_ViewportMask[];" // GL_NV_viewport_array2
"out int gl_SecondaryViewportMaskNV[];" // GL_NV_stereo_view_rendering
"out vec4 gl_SecondaryPositionNV;" // GL_NV_stereo_view_rendering
"out vec4 gl_PositionPerViewNV[];" // GL_NVX_multiview_per_view_attributes
"out int gl_ViewportMaskPerViewNV[];" // GL_NVX_multiview_per_view_attributes
);
#endif
@@ -3458,11 +3458,11 @@ void TBuiltIns::initialize(int version, EProfile profile, const SpvVersion& spvV
#ifdef NV_EXTENSIONS
"int gl_ViewportIndex;"
"int gl_Layer;"
"int gl_ViewportMask[];"
"vec4 gl_SecondaryPositionNV;"
"int gl_SecondaryViewportMaskNV[];"
"vec4 gl_PositionPerViewNV[];"
"int gl_ViewportMaskPerViewNV[];"
"int gl_ViewportMask[];" // GL_NV_viewport_array2
"vec4 gl_SecondaryPositionNV;" // GL_NV_stereo_view_rendering
"int gl_SecondaryViewportMaskNV[];" // GL_NV_stereo_view_rendering
"vec4 gl_PositionPerViewNV[];" // GL_NVX_multiview_per_view_attributes
"int gl_ViewportMaskPerViewNV[];" // GL_NVX_multiview_per_view_attributes
#endif
);
stageBuiltins[EShLangTessControl].append(
@@ -3547,11 +3547,11 @@ void TBuiltIns::initialize(int version, EProfile profile, const SpvVersion& spvV
stageBuiltins[EShLangTessEvaluation].append(
"out int gl_ViewportIndex;"
"out int gl_Layer;"
"out int gl_ViewportMask[];"
"out vec4 gl_SecondaryPositionNV;"
"out int gl_SecondaryViewportMaskNV[];"
"out vec4 gl_PositionPerViewNV[];"
"out int gl_ViewportMaskPerViewNV[];"
"out int gl_ViewportMask[];" // GL_NV_viewport_array2
"out vec4 gl_SecondaryPositionNV;" // GL_NV_stereo_view_rendering
"out int gl_SecondaryViewportMaskNV[];" // GL_NV_stereo_view_rendering
"out vec4 gl_PositionPerViewNV[];" // GL_NVX_multiview_per_view_attributes
"out int gl_ViewportMaskPerViewNV[];" // GL_NVX_multiview_per_view_attributes
);
#endif
@@ -4505,8 +4505,8 @@ void TBuiltIns::initialize(const TBuiltInResource &resources, int version, EProf
"highp vec4 gl_Position;"
"highp float gl_PointSize;"
#ifdef NV_EXTENSIONS
"highp vec4 gl_SecondaryPositionNV;"
"highp vec4 gl_PositionPerViewNV[];"
"highp vec4 gl_SecondaryPositionNV;" // GL_NV_stereo_view_rendering
"highp vec4 gl_PositionPerViewNV[];" // GL_NVX_multiview_per_view_attributes
#endif
"} gl_in[gl_MaxPatchVertices];"
"\n");
@@ -4695,8 +4695,8 @@ void TBuiltIns::initialize(const TBuiltInResource &resources, int version, EProf
s.append(
"float gl_CullDistance[];"
#ifdef NV_EXTENSIONS
"vec4 gl_SecondaryPositionNV;"
"vec4 gl_PositionPerViewNV[];"
"vec4 gl_SecondaryPositionNV;" // GL_NV_stereo_view_rendering
"vec4 gl_PositionPerViewNV[];" // GL_NVX_multiview_per_view_attributes
#endif
);
s.append(

View File

@@ -226,7 +226,8 @@ void TParseContextBase::rValueErrorCheck(const TSourceLoc& loc, const char* op,
// 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.
// It is okay if the symbol's type will be subsequently edited;
// the modifications will be tracked.
void TParseContextBase::trackLinkage(TSymbol& symbol)
{
if (!parsingBuiltins)
@@ -532,19 +533,18 @@ void TParseContextBase::parseSwizzleSelector(const TSourceLoc& loc, const TStrin
//
void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberType, TString& memberName, TTypeList* typeList)
{
// make the global block, if not yet made
// Make the global block, if not yet made.
if (globalUniformBlock == nullptr) {
TString& blockName = *NewPoolTString(getGlobalUniformBlockName());
TQualifier blockQualifier;
blockQualifier.clear();
blockQualifier.storage = EvqUniform;
TType blockType(new TTypeList, blockName, blockQualifier);
TString* instanceName = NewPoolTString("");
globalUniformBlock = new TVariable(instanceName, blockType, true);
TType blockType(new TTypeList, *NewPoolTString(getGlobalUniformBlockName()), blockQualifier);
setUniformBlockDefaults(blockType);
globalUniformBlock = new TVariable(NewPoolTString(""), blockType, true);
firstNewMember = 0;
}
// add the requested member as a member to the block
// Add the requested member as a member to the global block.
TType* type = new TType;
type->shallowCopy(memberType);
type->setFieldName(memberName);
@@ -552,36 +552,20 @@ void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberTyp
type->setStruct(typeList);
TTypeLoc typeLoc = {type, loc};
globalUniformBlock->getType().getWritableStruct()->push_back(typeLoc);
}
//
// Insert into the symbol table the global uniform block created in
// growGlobalUniformBlock(). The variables added as members won't be
// found unless this is done.
//
bool TParseContextBase::insertGlobalUniformBlock()
{
if (globalUniformBlock == nullptr)
return true;
int numMembers = (int)globalUniformBlock->getType().getStruct()->size();
bool inserted = false;
// Insert into the symbol table.
if (firstNewMember == 0) {
// This is the first request; we need a normal symbol table insert
inserted = symbolTable.insert(*globalUniformBlock);
if (inserted)
if (symbolTable.insert(*globalUniformBlock))
trackLinkage(*globalUniformBlock);
} else if (firstNewMember <= numMembers) {
else
error(loc, "failed to insert the global constant buffer", "uniform", "");
} else {
// This is a follow-on request; we need to amend the first insert
inserted = symbolTable.amend(*globalUniformBlock, firstNewMember);
symbolTable.amend(*globalUniformBlock, firstNewMember);
}
if (inserted) {
finalizeGlobalUniformBlockLayout(*globalUniformBlock);
firstNewMember = numMembers;
}
return inserted;
++firstNewMember;
}
void TParseContextBase::finish()

View File

@@ -136,15 +136,13 @@ public:
TSymbolTable& symbolTable; // symbol table that goes with the current language, version, and profile
// Manage the global uniform block (default uniforms in GLSL, $Global in HLSL)
// TODO: This could perhaps get its own object, but the current design doesn't work
// yet when new uniform variables are declared between function definitions, so
// this is pending getting a fully functional design.
virtual void growGlobalUniformBlock(TSourceLoc&, TType&, TString& memberName, TTypeList* typeList = nullptr);
virtual bool insertGlobalUniformBlock();
virtual bool lValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*);
virtual void rValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*);
const char* const scopeMangler = "::";
protected:
TParseContextBase(TParseContextBase&);
TParseContextBase& operator=(TParseContextBase&);
@@ -175,7 +173,8 @@ protected:
TVariable* globalUniformBlock; // the actual block, inserted into the symbol table
int firstNewMember; // the index of the first member not yet inserted into the symbol table
// override this to set the language-specific name
virtual const char* getGlobalUniformBlockName() { return ""; }
virtual const char* getGlobalUniformBlockName() const { return ""; }
virtual void setUniformBlockDefaults(TType& block) const { }
virtual void finalizeGlobalUniformBlockLayout(TVariable&) { }
virtual void outputMessage(const TSourceLoc&, const char* szReason, const char* szToken,
const char* szExtraInfoFormat, TPrefixType prefix,

View File

@@ -50,7 +50,7 @@ namespace glslang {
//
// Recursively generate mangled names.
//
void TType::buildMangledName(TString& mangledName)
void TType::buildMangledName(TString& mangledName) const
{
if (isMatrix())
mangledName += 'm';
@@ -299,6 +299,8 @@ TFunction::TFunction(const TFunction& copyOf) : TSymbol(copyOf)
op = copyOf.op;
defined = copyOf.defined;
prototyped = copyOf.prototyped;
implicitThis = copyOf.implicitThis;
illegalImplicitThis = copyOf.illegalImplicitThis;
defaultParamCount = copyOf.defaultParamCount;
}
@@ -323,6 +325,7 @@ TSymbolTableLevel* TSymbolTableLevel::clone() const
{
TSymbolTableLevel *symTableLevel = new TSymbolTableLevel();
symTableLevel->anonId = anonId;
symTableLevel->thisLevel = thisLevel;
std::vector<bool> containerCopied(anonId, false);
tLevel::const_iterator iter;
for (iter = level.begin(); iter != level.end(); ++iter) {

View File

@@ -219,12 +219,12 @@ public:
explicit TFunction(TOperator o) :
TSymbol(0),
op(o),
defined(false), prototyped(false), defaultParamCount(0) { }
defined(false), prototyped(false), implicitThis(false), illegalImplicitThis(false), defaultParamCount(0) { }
TFunction(const TString *name, const TType& retType, TOperator tOp = EOpNull) :
TSymbol(name),
mangledName(*name + '('),
op(tOp),
defined(false), prototyped(false), defaultParamCount(0)
defined(false), prototyped(false), implicitThis(false), illegalImplicitThis(false), defaultParamCount(0)
{
returnType.shallowCopy(retType);
declaredBuiltIn = retType.getQualifier().builtIn;
@@ -235,6 +235,9 @@ public:
virtual TFunction* getAsFunction() override { return this; }
virtual const TFunction* getAsFunction() const override { return this; }
// Install 'p' as the (non-'this') last parameter.
// Non-'this' parameters are reflected in both the list of parameters and the
// mangled name.
virtual void addParameter(TParameter& p)
{
assert(writable);
@@ -245,6 +248,16 @@ public:
if (p.defaultValue != nullptr)
defaultParamCount++;
}
// Install 'this' as the first parameter.
// 'this' is reflected in the list of parameters, but not the mangled name.
virtual void addThisParameter(TType& type, const char* name)
{
TParameter p = { NewPoolTString(name), new TType, nullptr };
p.type->shallowCopy(type);
parameters.insert(parameters.begin(), p);
}
virtual void addPrefix(const char* prefix) override
{
TSymbol::addPrefix(prefix);
@@ -261,6 +274,10 @@ public:
virtual bool isDefined() const { return defined; }
virtual void setPrototyped() { assert(writable); prototyped = true; }
virtual bool isPrototyped() const { return prototyped; }
virtual void setImplicitThis() { assert(writable); implicitThis = true; }
virtual bool hasImplicitThis() const { return implicitThis; }
virtual void setIllegalImplicitThis() { assert(writable); illegalImplicitThis = true; }
virtual bool hasIllegalImplicitThis() const { return illegalImplicitThis; }
// Return total number of parameters
virtual int getParamCount() const { return static_cast<int>(parameters.size()); }
@@ -287,6 +304,11 @@ protected:
TOperator op;
bool defined;
bool prototyped;
bool implicitThis; // True if this function is allowed to see all members of 'this'
bool illegalImplicitThis; // True if this function is not supposed to have access to dynamic members of 'this',
// even if it finds member variables in the symbol table.
// This is important for a static member function that has member variables in scope,
// but is not allowed to use them, or see hidden symbols instead.
int defaultParamCount;
};
@@ -334,7 +356,7 @@ protected:
class TSymbolTableLevel {
public:
POOL_ALLOCATOR_NEW_DELETE(GetThreadPoolAllocator())
TSymbolTableLevel() : defaultPrecision(0), anonId(0) { }
TSymbolTableLevel() : defaultPrecision(0), anonId(0), thisLevel(false) { }
~TSymbolTableLevel();
bool insert(TSymbol& symbol, bool separateNameSpaces)
@@ -492,6 +514,9 @@ public:
TSymbolTableLevel* clone() const;
void readOnly();
void setThisLevel() { thisLevel = true; }
bool isThisLevel() const { return thisLevel; }
protected:
explicit TSymbolTableLevel(TSymbolTableLevel&);
TSymbolTableLevel& operator=(TSymbolTableLevel&);
@@ -503,6 +528,8 @@ protected:
tLevel level; // named mappings
TPrecisionQualifier *defaultPrecision;
int anonId;
bool thisLevel; // True if this level of the symbol table is a structure scope containing member function
// that are supposed to see anonymous access to member variables.
};
class TSymbolTable {
@@ -559,6 +586,20 @@ public:
table.push_back(new TSymbolTableLevel);
}
// Make a new symbol-table level to represent the scope introduced by a structure
// containing member functions, such that the member functions can find anonymous
// references to member variables.
//
// 'thisSymbol' should have a name of "" to trigger anonymous structure-member
// symbol finds.
void pushThis(TSymbol& thisSymbol)
{
assert(thisSymbol.getName().size() == 0);
table.push_back(new TSymbolTableLevel);
table.back()->setThisLevel();
insert(thisSymbol);
}
void pop(TPrecisionQualifier *p)
{
table[currentLevel()]->getPreviousDefaultPrecisions(p);
@@ -645,6 +686,8 @@ public:
}
}
// Normal find of a symbol, that can optionally say whether the symbol was found
// at a built-in level or the current top-scope level.
TSymbol* find(const TString& name, bool* builtIn = 0, bool *currentScope = 0)
{
int level = currentLevel();
@@ -662,6 +705,27 @@ public:
return symbol;
}
// Find of a symbol that returns how many layers deep of nested
// structures-with-member-functions ('this' scopes) deep the symbol was
// found in.
TSymbol* find(const TString& name, int& thisDepth)
{
int level = currentLevel();
TSymbol* symbol;
thisDepth = 0;
do {
if (table[level]->isThisLevel())
++thisDepth;
symbol = table[level]->find(name);
--level;
} while (symbol == 0 && level >= 0);
if (! table[level + 1]->isThisLevel())
thisDepth = 0;
return symbol;
}
bool isFunctionNameVariable(const TString& name) const
{
if (separateNameSpaces)

View File

@@ -428,6 +428,8 @@ public:
return semanticNameSet.insert(name).first->c_str();
}
const char* const implicitThisName = "@this";
protected:
TIntermSymbol* addSymbol(int Id, const TString&, const TType&, const TConstUnionArray&, TIntermTyped* subtree, const TSourceLoc&);
void error(TInfoSink& infoSink, const char*);

View File

@@ -100,6 +100,8 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.depthLess.frag", "PixelShaderFunction"},
{"hlsl.discard.frag", "PixelShaderFunction"},
{"hlsl.doLoop.frag", "PixelShaderFunction"},
{"hlsl.emptystructreturn.frag", "main"},
{"hlsl.emptystructreturn.vert", "main"},
{"hlsl.entry-in.frag", "PixelShaderFunction"},
{"hlsl.entry-out.frag", "PixelShaderFunction"},
{"hlsl.float1.frag", "PixelShaderFunction"},
@@ -164,6 +166,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.multiEntry.vert", "RealEntrypoint"},
{"hlsl.multiReturn.frag", "main"},
{"hlsl.matrixindex.frag", "main"},
{"hlsl.nonstaticMemberFunction.frag", "main"},
{"hlsl.numericsuffixes.frag", "main"},
{"hlsl.numthreads.comp", "main_aux1"},
{"hlsl.overload.frag", "PixelShaderFunction"},
@@ -234,6 +237,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.structin.vert", "main"},
{"hlsl.structIoFourWay.frag", "main"},
{"hlsl.structStructName.frag", "main"},
{"hlsl.this.frag", "main"},
{"hlsl.intrinsics.vert", "VertexShaderFunction"},
{"hlsl.matType.frag", "PixelShaderFunction"},
{"hlsl.matType.bool.frag", "main"},

View File

@@ -210,6 +210,8 @@ INSTANTIATE_TEST_CASE_P(
"spv.430.frag",
"spv.430.vert",
"spv.450.tesc",
"spv.450.geom",
"spv.450.noRedecl.tesc",
"spv.accessChain.frag",
"spv.aggOps.frag",
"spv.always-discard.frag",

View File

@@ -95,9 +95,11 @@ namespace glslang {
class TFunctionDeclarator {
public:
TFunctionDeclarator() : function(nullptr), body(nullptr) { }
TSourceLoc loc;
TFunction* function;
TAttributeMap attributes;
TVector<HlslToken>* body;
};
} // end namespace glslang

View File

@@ -75,16 +75,33 @@ void HlslGrammar::unimplemented(const char* error)
parseContext.error(token.loc, "Unimplemented", error, "");
}
// IDENTIFIER
// THIS
// type that can be used as IDENTIFIER
//
// Only process the next token if it is an identifier.
// Return true if it was an identifier.
bool HlslGrammar::acceptIdentifier(HlslToken& idToken)
{
// IDENTIFIER
if (peekTokenClass(EHTokIdentifier)) {
idToken = token;
advanceToken();
return true;
}
// THIS
// -> maps to the IDENTIFIER spelled with the internal special name for 'this'
if (peekTokenClass(EHTokThis)) {
idToken = token;
advanceToken();
idToken.tokenClass = EHTokIdentifier;
idToken.string = NewPoolTString(intermediate.implicitThisName);
return true;
}
// type that can be used as IDENTIFIER
// Even though "sample", "bool", "float", etc keywords (for types, interpolation modifiers),
// they ARE still accepted as identifiers. This is not a dense space: e.g, "void" is not a
// valid identifier, nor is "linear". This code special cases the known instances of this, so
@@ -109,7 +126,6 @@ bool HlslGrammar::acceptIdentifier(HlslToken& idToken)
token.string = idString;
token.tokenClass = EHTokIdentifier;
token.symbol = nullptr;
idToken = token;
advanceToken();
@@ -545,6 +561,10 @@ bool HlslGrammar::acceptFullySpecifiedType(TType& type, TIntermNode*& nodeList)
qualifier.layoutFormat = type.getQualifier().layoutFormat;
qualifier.precision = type.getQualifier().precision;
// Propagate sampler readonly qualifier for buffers
if (type.getBasicType() == EbtSampler)
qualifier.readonly = type.getQualifier().readonly;
if (type.getQualifier().storage == EvqVaryingOut ||
type.getQualifier().storage == EvqBuffer) {
qualifier.storage = type.getQualifier().storage;
@@ -1079,24 +1099,25 @@ bool HlslGrammar::acceptTextureType(TType& type)
bool array = false;
bool ms = false;
bool image = false;
bool readonly = false;
switch (textureType) {
case EHTokBuffer: dim = EsdBuffer; break;
case EHTokTexture1d: dim = Esd1D; break;
case EHTokTexture1darray: dim = Esd1D; array = true; break;
case EHTokTexture2d: dim = Esd2D; break;
case EHTokTexture2darray: dim = Esd2D; array = true; break;
case EHTokTexture3d: dim = Esd3D; break;
case EHTokTextureCube: dim = EsdCube; break;
case EHTokTextureCubearray: dim = EsdCube; array = true; break;
case EHTokTexture2DMS: dim = Esd2D; ms = true; break;
case EHTokTexture2DMSarray: dim = Esd2D; array = true; ms = true; break;
case EHTokRWBuffer: dim = EsdBuffer; image=true; break;
case EHTokRWTexture1d: dim = Esd1D; array=false; image=true; break;
case EHTokRWTexture1darray: dim = Esd1D; array=true; image=true; break;
case EHTokRWTexture2d: dim = Esd2D; array=false; image=true; break;
case EHTokRWTexture2darray: dim = Esd2D; array=true; image=true; break;
case EHTokRWTexture3d: dim = Esd3D; array=false; image=true; break;
case EHTokTexture1d: dim = Esd1D; break;
case EHTokTexture1darray: dim = Esd1D; array = true; break;
case EHTokTexture2d: dim = Esd2D; break;
case EHTokTexture2darray: dim = Esd2D; array = true; break;
case EHTokTexture3d: dim = Esd3D; break;
case EHTokTextureCube: dim = EsdCube; break;
case EHTokTextureCubearray: dim = EsdCube; array = true; break;
case EHTokTexture2DMS: dim = Esd2D; ms = true; break;
case EHTokTexture2DMSarray: dim = Esd2D; array = true; ms = true; break;
case EHTokBuffer: dim = EsdBuffer; readonly=true; image=true; break;
case EHTokRWBuffer: dim = EsdBuffer; image=true; break;
case EHTokRWTexture1d: dim = Esd1D; array=false; image=true; break;
case EHTokRWTexture1darray: dim = Esd1D; array=true; image=true; break;
case EHTokRWTexture2d: dim = Esd2D; array=false; image=true; break;
case EHTokRWTexture2darray: dim = Esd2D; array=true; image=true; break;
case EHTokRWTexture3d: dim = Esd3D; array=false; image=true; break;
default:
return false; // not a texture declaration
}
@@ -1156,7 +1177,7 @@ bool HlslGrammar::acceptTextureType(TType& type)
} else if (ms) {
expected("texture type for multisample");
return false;
} else if (image) {
} else if (image && !readonly) {
expected("type for RWTexture/RWBuffer");
return false;
}
@@ -1187,7 +1208,9 @@ bool HlslGrammar::acceptTextureType(TType& type)
sampler.vectorSize = txType.getVectorSize();
type.shallowCopy(TType(sampler, EvqUniform, arraySizes));
type.getQualifier().layoutFormat = format;
type.getQualifier().readonly = readonly;
return true;
}
@@ -1291,8 +1314,7 @@ bool HlslGrammar::acceptType(TType& type, TIntermNode*& nodeList)
// An identifier could be for a user-defined type.
// Note we cache the symbol table lookup, to save for a later rule
// when this is not a type.
token.symbol = parseContext.lookupUserType(*token.string, type);
if (token.symbol != nullptr) {
if (parseContext.lookupUserType(*token.string, type) != nullptr) {
advanceToken();
return true;
} else
@@ -1788,7 +1810,7 @@ bool HlslGrammar::acceptStruct(TType& type, TIntermNode*& nodeList)
postDeclQualifier.clear();
bool postDeclsFound = acceptPostDecls(postDeclQualifier);
// LEFT_BRACE
// LEFT_BRACE, or
// struct_type IDENTIFIER
if (! acceptTokenClass(EHTokLeftBrace)) {
if (structName.size() > 0 && !postDeclsFound && parseContext.lookupUserType(structName, type) != nullptr) {
@@ -1800,9 +1822,17 @@ bool HlslGrammar::acceptStruct(TType& type, TIntermNode*& nodeList)
}
}
// struct_declaration_list
TTypeList* typeList;
if (! acceptStructDeclarationList(typeList, nodeList, structName)) {
// Save each member function so they can be processed after we have a fully formed 'this'.
TVector<TFunctionDeclarator> functionDeclarators;
parseContext.pushNamespace(structName);
bool acceptedList = acceptStructDeclarationList(typeList, nodeList, structName, functionDeclarators);
parseContext.popNamespace();
if (! acceptedList) {
expected("struct member declarations");
return false;
}
@@ -1823,7 +1853,31 @@ bool HlslGrammar::acceptStruct(TType& type, TIntermNode*& nodeList)
parseContext.declareStruct(token.loc, structName, type);
return true;
// For member functions: now that we know the type of 'this', go back and
// - add their implicit argument with 'this' (not to the mangling, just the argument list)
// - parse the functions, their tokens were saved for deferred parsing (now)
for (int b = 0; b < (int)functionDeclarators.size(); ++b) {
// update signature
if (functionDeclarators[b].function->hasImplicitThis())
functionDeclarators[b].function->addThisParameter(type, intermediate.implicitThisName);
}
// All member functions get parsed inside the class/struct namespace and with the
// class/struct members in a symbol-table level.
parseContext.pushNamespace(structName);
parseContext.pushThisScope(type);
bool deferredSuccess = true;
for (int b = 0; b < (int)functionDeclarators.size() && deferredSuccess; ++b) {
// parse body
pushTokenStream(functionDeclarators[b].body);
if (! acceptFunctionBody(functionDeclarators[b], nodeList))
deferredSuccess = false;
popTokenStream();
}
parseContext.popThisScope();
parseContext.popNamespace();
return deferredSuccess;
}
// struct_buffer
@@ -1934,16 +1988,12 @@ bool HlslGrammar::acceptStructBufferType(TType& type)
// | IDENTIFIER array_specifier post_decls
// | IDENTIFIER function_parameters post_decls // member-function prototype
//
bool HlslGrammar::acceptStructDeclarationList(TTypeList*& typeList, TIntermNode*& nodeList, const TString& typeName)
bool HlslGrammar::acceptStructDeclarationList(TTypeList*& typeList, TIntermNode*& nodeList, const TString& typeName,
TVector<TFunctionDeclarator>& declarators)
{
typeList = new TTypeList();
HlslToken idToken;
// Save these away for each member function so they can be processed after
// all member variables/types have been declared.
TVector<TVector<HlslToken>*> memberBodies;
TVector<TFunctionDeclarator> declarators;
do {
// success on seeing the RIGHT_BRACE coming up
if (peekTokenClass(EHTokRightBrace))
@@ -1973,11 +2023,8 @@ bool HlslGrammar::acceptStructDeclarationList(TTypeList*& typeList, TIntermNode*
if (!declarator_list) {
declarators.resize(declarators.size() + 1);
// request a token stream for deferred processing
TVector<HlslToken>* deferredTokens = new TVector<HlslToken>;
functionDefinitionAccepted = acceptMemberFunctionDefinition(nodeList, typeName, memberType,
*idToken.string, declarators.back(),
deferredTokens);
memberBodies.push_back(deferredTokens);
functionDefinitionAccepted = acceptMemberFunctionDefinition(nodeList, memberType, *idToken.string,
declarators.back());
if (functionDefinitionAccepted)
break;
}
@@ -2030,14 +2077,6 @@ bool HlslGrammar::acceptStructDeclarationList(TTypeList*& typeList, TIntermNode*
} while (true);
// parse member-function bodies now
for (int b = 0; b < (int)memberBodies.size(); ++b) {
pushTokenStream(memberBodies[b]);
if (! acceptFunctionBody(declarators[b], nodeList))
return false;
popTokenStream();
}
return true;
}
@@ -2046,16 +2085,17 @@ bool HlslGrammar::acceptStructDeclarationList(TTypeList*& typeList, TIntermNode*
//
// Expects type to have EvqGlobal for a static member and
// EvqTemporary for non-static member.
bool HlslGrammar::acceptMemberFunctionDefinition(TIntermNode*& nodeList, const TString& typeName,
const TType& type, const TString& memberName,
TFunctionDeclarator& declarator, TVector<HlslToken>* deferredTokens)
bool HlslGrammar::acceptMemberFunctionDefinition(TIntermNode*& nodeList, const TType& type, const TString& memberName,
TFunctionDeclarator& declarator)
{
// watch early returns...
parseContext.pushThis(typeName);
bool accepted = false;
TString* functionName = parseContext.getFullMemberFunctionName(memberName, type.getQualifier().storage == EvqGlobal);
TString* functionName = parseContext.getFullNamespaceName(memberName);
declarator.function = new TFunction(functionName, type);
if (type.getQualifier().storage == EvqTemporary)
declarator.function->setImplicitThis();
else
declarator.function->setIllegalImplicitThis();
// function_parameters
if (acceptFunctionParameters(*declarator.function)) {
@@ -2064,18 +2104,13 @@ bool HlslGrammar::acceptMemberFunctionDefinition(TIntermNode*& nodeList, const T
// compound_statement (function body definition)
if (peekTokenClass(EHTokLeftBrace)) {
if (declarator.function->getType().getQualifier().storage != EvqGlobal) {
expected("only static member functions are accepted");
return false;
}
declarator.loc = token.loc;
accepted = acceptFunctionDefinition(declarator, nodeList, deferredTokens);
declarator.body = new TVector<HlslToken>;
accepted = acceptFunctionDefinition(declarator, nodeList, declarator.body);
}
} else
expected("function parameter list");
parseContext.popThis();
return accepted;
}
@@ -2218,7 +2253,7 @@ bool HlslGrammar::acceptFunctionDefinition(TFunctionDeclarator& declarator, TInt
if (deferredTokens)
return captureBlockTokens(*deferredTokens);
else
return acceptFunctionBody(declarator, nodeList);
return acceptFunctionBody(declarator, nodeList);
}
bool HlslGrammar::acceptFunctionBody(TFunctionDeclarator& declarator, TIntermNode*& nodeList)
@@ -2606,7 +2641,7 @@ bool HlslGrammar::acceptPostfixExpression(TIntermTyped*& node)
HlslToken idToken;
// scopeBase will pick up the type symbol on the left of '::'
TSymbol* scopeBase = nullptr;
TSymbol* scope = nullptr;
// Find something before the postfix operations, as they can't operate
// on nothing. So, no "return true", they fall through, only "return false".
@@ -2628,13 +2663,13 @@ bool HlslGrammar::acceptPostfixExpression(TIntermTyped*& node)
// user-type, identifier, or function name
if (peekTokenClass(EHTokColonColon)) {
TType type;
scopeBase = parseContext.lookupUserType(*idToken.string, type);
if (scopeBase == nullptr) {
scope = parseContext.lookupUserType(*idToken.string, type);
if (scope == nullptr) {
expected("type left of ::");
return false;
}
} else if (! peekTokenClass(EHTokLeftParen)) {
node = parseContext.handleVariable(idToken.loc, idToken.symbol, idToken.string);
node = parseContext.handleVariable(idToken.loc, idToken.string);
} else if (acceptFunctionCall(idToken, node)) {
// function_call (nothing else to do yet)
} else {
@@ -2699,7 +2734,7 @@ bool HlslGrammar::acceptPostfixExpression(TIntermTyped*& node)
TIntermTyped* thisNode = node;
// arguments
if (! acceptFunctionCall(field, node, thisNode, scopeBase)) {
if (! acceptFunctionCall(field, node, thisNode, scope)) {
expected("function parameters");
return false;
}
@@ -2772,22 +2807,24 @@ bool HlslGrammar::acceptConstructor(TIntermTyped*& node)
// : [idToken] arguments
//
bool HlslGrammar::acceptFunctionCall(HlslToken callToken, TIntermTyped*& node, TIntermTyped* baseObject,
const TSymbol* baseType)
const TSymbol* scope)
{
// name
TString* functionName = nullptr;
if ((baseObject == nullptr && baseType == nullptr)
|| parseContext.isBuiltInMethod(callToken.loc, baseObject, *callToken.string))
if ((baseObject == nullptr && scope == nullptr)) {
functionName = callToken.string;
else {
} else if (parseContext.isBuiltInMethod(callToken.loc, baseObject, *callToken.string)) {
// Built-in methods are not in the symbol table as methods, but as global functions
// taking an explicit 'this' as the first argument.
functionName = NewPoolTString(BUILTIN_PREFIX);
functionName->append(*callToken.string);
} else {
functionName = NewPoolTString("");
if (baseObject != nullptr) {
functionName->append(baseObject->getType().getTypeName().c_str());
functionName->append(".");
} else if (baseType != nullptr) {
functionName->append(baseType->getType().getTypeName());
functionName->append("::");
}
if (baseObject != nullptr)
functionName->append(baseObject->getType().getTypeName());
else if (scope != nullptr)
functionName->append(scope->getType().getTypeName());
parseContext.addScopeMangler(*functionName);
functionName->append(*callToken.string);
}
@@ -2795,10 +2832,11 @@ bool HlslGrammar::acceptFunctionCall(HlslToken callToken, TIntermTyped*& node, T
TFunction* function = new TFunction(functionName, TType(EbtVoid));
// arguments
// Non-static member functions have an implicit first argument of the base object.
TIntermTyped* arguments = nullptr;
if (baseObject != nullptr)
if (baseObject != nullptr) {
// Non-static member functions have an implicit first argument of the base object.
parseContext.handleFunctionArgument(function, arguments, baseObject);
}
if (! acceptArguments(function, arguments))
return false;

View File

@@ -87,10 +87,10 @@ namespace glslang {
bool acceptTextureType(TType&);
bool acceptStructBufferType(TType&);
bool acceptStruct(TType&, TIntermNode*& nodeList);
bool acceptStructDeclarationList(TTypeList*&, TIntermNode*& nodeList, const TString& typeName);
bool acceptMemberFunctionDefinition(TIntermNode*& nodeList, const TString& typeName,
const TType&, const TString& memberName, TFunctionDeclarator&,
TVector<HlslToken>* deferredTokens);
bool acceptStructDeclarationList(TTypeList*&, TIntermNode*& nodeList, const TString& typeName,
TVector<TFunctionDeclarator>&);
bool acceptMemberFunctionDefinition(TIntermNode*& nodeList, const TType&, const TString& memberName,
TFunctionDeclarator&);
bool acceptFunctionParameters(TFunction&);
bool acceptParameterDeclaration(TFunction&);
bool acceptFunctionDefinition(TFunctionDeclarator&, TIntermNode*& nodeList, TVector<HlslToken>* deferredTokens);
@@ -105,7 +105,7 @@ namespace glslang {
bool acceptPostfixExpression(TIntermTyped*&);
bool acceptConstructor(TIntermTyped*&);
bool acceptFunctionCall(HlslToken, TIntermTyped*&, TIntermTyped* objectBase = nullptr,
const TSymbol* typeBase = nullptr);
const TSymbol* scope = nullptr);
bool acceptArguments(TFunction*, TIntermTyped*&);
bool acceptLiteral(TIntermTyped*&);
bool acceptCompoundStatement(TIntermNode*&);

View File

@@ -601,10 +601,10 @@ int HlslParseContext::getMatrixComponentsColumn(int rows, const TSwizzleSelector
//
// Handle seeing a variable identifier in the grammar.
//
TIntermTyped* HlslParseContext::handleVariable(const TSourceLoc& loc, TSymbol* symbol, const TString* string)
TIntermTyped* HlslParseContext::handleVariable(const TSourceLoc& loc, const TString* string)
{
if (symbol == nullptr)
symbol = symbolTable.find(*string);
int thisDepth;
TSymbol* symbol = symbolTable.find(*string, thisDepth);
if (symbol && symbol->getAsVariable() && symbol->getAsVariable()->isUserType()) {
error(loc, "expected symbol, not user-defined type", string->c_str(), "");
return nullptr;
@@ -614,14 +614,21 @@ TIntermTyped* HlslParseContext::handleVariable(const TSourceLoc& loc, TSymbol* s
if (symbol && symbol->getNumExtensions())
requireExtensions(loc, symbol->getNumExtensions(), symbol->getExtensions(), symbol->getName().c_str());
const TVariable* variable;
const TVariable* variable = nullptr;
const TAnonMember* anon = symbol ? symbol->getAsAnonMember() : nullptr;
TIntermTyped* node = nullptr;
if (anon) {
// It was a member of an anonymous container.
// It was a member of an anonymous container, which could be a 'this' structure.
// Create a subtree for its dereference.
variable = anon->getAnonContainer().getAsVariable();
if (thisDepth > 0) {
variable = getImplicitThis(thisDepth);
if (variable == nullptr)
error(loc, "cannot access member variables (static member function?)", "this", "");
}
if (variable == nullptr)
variable = anon->getAnonContainer().getAsVariable();
TIntermTyped* container = intermediate.addSymbol(*variable, loc);
TIntermTyped* constNode = intermediate.addConstantUnion(anon->getMemberNumber(), loc);
node = intermediate.addIndex(EOpIndexDirectStruct, container, constNode, loc);
@@ -956,7 +963,7 @@ TIntermTyped* HlslParseContext::handleDotDereference(const TSourceLoc& loc, TInt
// Return true if the field should be treated as a built-in method.
// Return false otherwise.
//
bool HlslParseContext::isBuiltInMethod(const TSourceLoc& loc, TIntermTyped* base, const TString& field)
bool HlslParseContext::isBuiltInMethod(const TSourceLoc&, TIntermTyped* base, const TString& field)
{
if (base == nullptr)
return false;
@@ -1506,11 +1513,6 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l
// rest of this function doesn't care.
entryPointTree = transformEntryPoint(loc, function, attributes);
// Insert the $Global constant buffer.
// TODO: this design fails if new members are declared between function definitions.
if (! insertGlobalUniformBlock())
error(loc, "failed to insert the global constant buffer", "uniform", "");
//
// New symbol table scope for body of function plus its arguments
//
@@ -1530,18 +1532,24 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l
if (param.name != nullptr) {
TVariable *variable = new TVariable(param.name, *param.type);
if (i == 0 && function.hasImplicitThis()) {
// Anonymous 'this' members are already in a symbol-table level,
// and we need to know what function parameter to map them to.
symbolTable.makeInternalVariable(*variable);
pushImplicitThis(variable);
}
// Insert the parameters with name in the symbol table.
if (! symbolTable.insert(*variable))
error(loc, "redefinition", variable->getName().c_str(), "");
else {
// Add the parameter to the AST
paramNodes = intermediate.growAggregate(paramNodes,
intermediate.addSymbol(*variable, loc),
loc);
}
// Add the parameter to the AST
paramNodes = intermediate.growAggregate(paramNodes,
intermediate.addSymbol(*variable, loc),
loc);
} else
paramNodes = intermediate.growAggregate(paramNodes, intermediate.addSymbol(*param.type, loc), loc);
}
if (function.hasIllegalImplicitThis())
pushImplicitThis(nullptr);
intermediate.setAggregateOperator(paramNodes, EOpParameters, TType(EbtVoid), loc);
loopNestingLevel = 0;
@@ -1827,6 +1835,8 @@ void HlslParseContext::handleFunctionBody(const TSourceLoc& loc, TFunction& func
node->getAsAggregate()->setName(function.getMangledName().c_str());
popScope();
if (function.hasImplicitThis())
popImplicitThis();
if (function.getType().getBasicType() != EbtVoid && ! functionReturnsValue)
error(loc, "function does not return a value:", "", function.getName().c_str());
@@ -2090,6 +2100,10 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
int memberL = 0;
int memberR = 0;
// Handle empty structure assignment
if (int(membersL.size()) == 0 && int(membersR.size()) == 0)
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, left, right, loc), loc);
for (int member = 0; member < int(membersL.size()); ++member) {
const TType& typeL = *membersL[member].type;
const TType& typeR = *membersR[member].type;
@@ -3734,7 +3748,10 @@ TIntermTyped* HlslParseContext::handleFunctionCall(const TSourceLoc& loc, TFunct
// It will have false positives, since it doesn't check arg counts or types.
if (arguments && arguments->getAsAggregate()) {
if (isStructBufferType(arguments->getAsAggregate()->getSequence()[0]->getAsTyped()->getType())) {
if (isStructBufferMethod(function->getName())) {
static const int methodPrefixSize = sizeof(BUILTIN_PREFIX)-1;
if (function->getName().length() > methodPrefixSize &&
isStructBufferMethod(function->getName().substr(methodPrefixSize))) {
const TString mangle = function->getName() + "(";
TSymbol* symbol = symbolTable.find(mangle, &builtIn);
@@ -6683,13 +6700,6 @@ void HlslParseContext::declareBlock(const TSourceLoc& loc, TType& type, const TS
trackLinkage(variable);
}
void HlslParseContext::finalizeGlobalUniformBlockLayout(TVariable& block)
{
block.getWritableType().getQualifier().layoutPacking = ElpStd140;
block.getWritableType().getQualifier().layoutMatrix = ElmRowMajor;
fixBlockUniformOffsets(block.getType().getQualifier(), *block.getWritableType().getWritableStruct());
}
//
// "For a block, this process applies to the entire block, or until the first member
// is reached that has a location layout qualifier. When a block member is declared with a location
@@ -7085,7 +7095,16 @@ TIntermNode* HlslParseContext::addSwitch(const TSourceLoc& loc, TIntermTyped* ex
return switchNode;
}
// Track levels of class/struct nesting with a prefix string using
// Make a new symbol-table level that is made out of the members of a structure.
// This should be done as an anonymous struct (name is "") so that the symbol table
// finds the members with on explicit reference to a 'this' variable.
void HlslParseContext::pushThisScope(const TType& thisStruct)
{
TVariable& thisVariable = *new TVariable(NewPoolTString(""), thisStruct);
symbolTable.pushThis(thisVariable);
}
// Track levels of class/struct/namespace nesting with a prefix string using
// the type names separated by the scoping operator. E.g., two levels
// would look like:
//
@@ -7093,41 +7112,43 @@ TIntermNode* HlslParseContext::addSwitch(const TSourceLoc& loc, TIntermTyped* ex
//
// The string is empty when at normal global level.
//
void HlslParseContext::pushThis(const TString& typeName)
void HlslParseContext::pushNamespace(const TString& typeName)
{
// make new type prefix
TString newPrefix;
if (currentTypePrefix.size() > 0) {
newPrefix = currentTypePrefix.back();
newPrefix.append("::");
newPrefix.append(scopeMangler);
}
newPrefix.append(typeName);
currentTypePrefix.push_back(newPrefix);
}
// Opposite of pushThis(), see above
void HlslParseContext::popThis()
// Opposite of pushNamespace(), see above
void HlslParseContext::popNamespace()
{
currentTypePrefix.pop_back();
}
// Use the class/struct nesting string to create a global name for
// a member of a class/struct. Static members use "::" for the final
// step, while non-static members use ".".
TString* HlslParseContext::getFullMemberFunctionName(const TString& memberName, bool isStatic) const
// a member of a class/struct.
TString* HlslParseContext::getFullNamespaceName(const TString& localName) const
{
TString* name = NewPoolTString("");
if (currentTypePrefix.size() > 0)
name->append(currentTypePrefix.back());
if (isStatic)
name->append("::");
else
name->append(".");
name->append(memberName);
name->append(scopeMangler);
name->append(localName);
return name;
}
// Helper function to add the namespace scope mangling syntax to a string.
void HlslParseContext::addScopeMangler(TString& name)
{
name.append(scopeMangler);
}
// Potentially rename shader entry point function
void HlslParseContext::renameShaderFunction(TString*& name) const
{

View File

@@ -54,7 +54,12 @@ public:
void setLimits(const TBuiltInResource&) override;
bool parseShaderStrings(TPpContext&, TInputScanner& input, bool versionWillBeError = false) override;
virtual const char* getGlobalUniformBlockName() override { return "$Global"; }
virtual const char* getGlobalUniformBlockName() const override { return "$Global"; }
virtual void setUniformBlockDefaults(TType& block) const override
{
block.getQualifier().layoutPacking = ElpStd140;
block.getQualifier().layoutMatrix = ElmRowMajor;
}
void reservedPpErrorCheck(const TSourceLoc&, const char* /*name*/, const char* /*op*/) override { }
bool lineContinuationCheck(const TSourceLoc&, bool /*endOfComment*/) override { return true; }
@@ -62,7 +67,7 @@ public:
bool builtInName(const TString&);
void handlePragma(const TSourceLoc&, const TVector<TString>&) override;
TIntermTyped* handleVariable(const TSourceLoc&, TSymbol* symbol, const TString* string);
TIntermTyped* handleVariable(const TSourceLoc&, const TString* string);
TIntermTyped* handleBracketDereference(const TSourceLoc&, TIntermTyped* base, TIntermTyped* index);
TIntermTyped* handleBracketOperator(const TSourceLoc&, TIntermTyped* base, TIntermTyped* index);
void checkIndex(const TSourceLoc&, const TType&, int& index);
@@ -140,7 +145,6 @@ public:
TIntermTyped* constructAggregate(TIntermNode*, const TType&, int, const TSourceLoc&);
TIntermTyped* constructBuiltIn(const TType&, TOperator, TIntermTyped*, const TSourceLoc&, bool subset);
void declareBlock(const TSourceLoc&, TType&, const TString* instanceName = 0, TArraySizes* arraySizes = 0);
void finalizeGlobalUniformBlockLayout(TVariable& block) override;
void fixBlockLocations(const TSourceLoc&, TQualifier&, TTypeList&, bool memberWithLocation, bool memberWithoutLocation);
void fixBlockXfbOffsets(TQualifier&, TTypeList&);
void fixBlockUniformOffsets(const TQualifier&, TTypeList&);
@@ -160,9 +164,17 @@ public:
void pushScope() { symbolTable.push(); }
void popScope() { symbolTable.pop(0); }
void pushThis(const TString& name);
void popThis();
TString* getFullMemberFunctionName(const TString& name, bool isStatic) const;
void pushThisScope(const TType&);
void popThisScope() { symbolTable.pop(0); }
void pushImplicitThis(TVariable* thisParameter) { implicitThisStack.push_back(thisParameter); }
void popImplicitThis() { implicitThisStack.pop_back(); }
TVariable* getImplicitThis(int thisDepth) const { return implicitThisStack[implicitThisStack.size() - thisDepth]; }
void pushNamespace(const TString& name);
void popNamespace();
TString* getFullNamespaceName(const TString& localName) const;
void addScopeMangler(TString&);
void pushSwitchSequence(TIntermSequence* sequence) { switchSequenceStack.push_back(sequence); }
void popSwitchSequence() { switchSequenceStack.pop_back(); }
@@ -386,9 +398,16 @@ protected:
TString patchConstantFunctionName; // hull shader patch constant function name, from function level attribute.
TMap<TBuiltInVariable, TSymbol*> builtInLinkageSymbols; // used for tessellation, finding declared builtins
TVector<TString> currentTypePrefix;
TVector<TString> currentTypePrefix; // current scoping prefix for nested structures
TVector<TVariable*> implicitThisStack; // currently active 'this' variables for nested structures
};
// This is the prefix we use for builtin methods to avoid namespace collisions with
// global scope user functions.
// TODO: this would be better as a nonparseable character, but that would
// require changing the scanner.
#define BUILTIN_PREFIX "__BI_"
} // end namespace glslang
#endif // HLSL_PARSE_INCLUDED_

View File

@@ -49,6 +49,7 @@
//
#include "hlslParseables.h"
#include "hlslParseHelper.h"
#include <cctype>
#include <utility>
#include <algorithm>
@@ -543,335 +544,336 @@ void TBuiltInParseablesHlsl::initialize(int /*version*/, EProfile /*profile*/, c
const char* argOrder; // argument order key
const char* argType; // argument type key
unsigned int stage; // stage mask
bool method; // true if it's a method.
} hlslIntrinsics[] = {
// name retOrd retType argOrder argType stage mask
// -----------------------------------------------------------------------------------------------
{ "abort", nullptr, nullptr, "-", "-", EShLangAll },
{ "abs", nullptr, nullptr, "SVM", "DFUI", EShLangAll },
{ "acos", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "all", "S", "B", "SVM", "BFIU", EShLangAll },
{ "AllMemoryBarrier", nullptr, nullptr, "-", "-", EShLangCS },
{ "AllMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangCS },
{ "any", "S", "B", "SVM", "BFIU", EShLangAll },
{ "asdouble", "S", "D", "S,", "UI,", EShLangAll },
{ "asdouble", "V2", "D", "V2,", "UI,", EShLangAll },
{ "asfloat", nullptr, "F", "SVM", "BFIU", EShLangAll },
{ "asin", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "asint", nullptr, "I", "SVM", "FU", EShLangAll },
{ "asuint", nullptr, "U", "SVM", "FU", EShLangAll },
{ "atan", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "atan2", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "ceil", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "CheckAccessFullyMapped", "S", "B" , "S", "U", EShLangPSCS },
{ "clamp", nullptr, nullptr, "SVM,,", "FUI,,", EShLangAll },
{ "clip", "-", "-", "SVM", "F", EShLangPS },
{ "cos", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "cosh", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "countbits", nullptr, nullptr, "SV", "UI", EShLangAll },
{ "cross", nullptr, nullptr, "V3,", "F,", EShLangAll },
{ "D3DCOLORtoUBYTE4", "V4", "I", "V4", "F", EShLangAll },
{ "ddx", nullptr, nullptr, "SVM", "F", EShLangPS },
{ "ddx_coarse", nullptr, nullptr, "SVM", "F", EShLangPS },
{ "ddx_fine", nullptr, nullptr, "SVM", "F", EShLangPS },
{ "ddy", nullptr, nullptr, "SVM", "F", EShLangPS },
{ "ddy_coarse", nullptr, nullptr, "SVM", "F", EShLangPS },
{ "ddy_fine", nullptr, nullptr, "SVM", "F", EShLangPS },
{ "degrees", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "determinant", "S", "F", "M", "F", EShLangAll },
{ "DeviceMemoryBarrier", nullptr, nullptr, "-", "-", EShLangPSCS },
{ "DeviceMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangCS },
{ "distance", "S", "F", "V,", "F,", EShLangAll },
{ "dot", "S", nullptr, "SV,", "FI,", EShLangAll },
{ "dst", nullptr, nullptr, "V4,", "F,", EShLangAll },
// { "errorf", "-", "-", "", "", EShLangAll }, TODO: varargs
{ "EvaluateAttributeAtCentroid", nullptr, nullptr, "SVM", "F", EShLangPS },
{ "EvaluateAttributeAtSample", nullptr, nullptr, "SVM,S", "F,U", EShLangPS },
{ "EvaluateAttributeSnapped", nullptr, nullptr, "SVM,V2", "F,I", EShLangPS },
{ "exp", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "exp2", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "f16tof32", nullptr, "F", "SV", "U", EShLangAll },
{ "f32tof16", nullptr, "U", "SV", "F", EShLangAll },
{ "faceforward", nullptr, nullptr, "V,,", "F,,", EShLangAll },
{ "firstbithigh", nullptr, nullptr, "SV", "UI", EShLangAll },
{ "firstbitlow", nullptr, nullptr, "SV", "UI", EShLangAll },
{ "floor", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "fma", nullptr, nullptr, "SVM,,", "D,,", EShLangAll },
{ "fmod", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "frac", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "frexp", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "fwidth", nullptr, nullptr, "SVM", "F", EShLangPS },
{ "GetRenderTargetSampleCount", "S", "U", "-", "-", EShLangAll },
{ "GetRenderTargetSamplePosition", "V2", "F", "V1", "I", EShLangAll },
{ "GroupMemoryBarrier", nullptr, nullptr, "-", "-", EShLangCS },
{ "GroupMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangCS },
{ "InterlockedAdd", "-", "-", "SVM,,>", "UI,,", EShLangPSCS },
{ "InterlockedAdd", "-", "-", "SVM,", "UI,", EShLangPSCS },
{ "InterlockedAnd", "-", "-", "SVM,,>", "UI,,", EShLangPSCS },
{ "InterlockedAnd", "-", "-", "SVM,", "UI,", EShLangPSCS },
{ "InterlockedCompareExchange", "-", "-", "SVM,,,>", "UI,,,", EShLangPSCS },
{ "InterlockedCompareStore", "-", "-", "SVM,,", "UI,,", EShLangPSCS },
{ "InterlockedExchange", "-", "-", "SVM,,>", "UI,,", EShLangPSCS },
{ "InterlockedMax", "-", "-", "SVM,,>", "UI,,", EShLangPSCS },
{ "InterlockedMax", "-", "-", "SVM,", "UI,", EShLangPSCS },
{ "InterlockedMin", "-", "-", "SVM,,>", "UI,,", EShLangPSCS },
{ "InterlockedMin", "-", "-", "SVM,", "UI,", EShLangPSCS },
{ "InterlockedOr", "-", "-", "SVM,,>", "UI,,", EShLangPSCS },
{ "InterlockedOr", "-", "-", "SVM,", "UI,", EShLangPSCS },
{ "InterlockedXor", "-", "-", "SVM,,>", "UI,,", EShLangPSCS },
{ "InterlockedXor", "-", "-", "SVM,", "UI,", EShLangPSCS },
{ "isfinite", nullptr, "B" , "SVM", "F", EShLangAll },
{ "isinf", nullptr, "B" , "SVM", "F", EShLangAll },
{ "isnan", nullptr, "B" , "SVM", "F", EShLangAll },
{ "ldexp", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "length", "S", "F", "V", "F", EShLangAll },
{ "lerp", nullptr, nullptr, "VM,,", "F,,", EShLangAll },
{ "lerp", nullptr, nullptr, "SVM,,S", "F,,", EShLangAll },
{ "lit", "V4", "F", "S,,", "F,,", EShLangAll },
{ "log", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "log10", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "log2", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "mad", nullptr, nullptr, "SVM,,", "DFUI,,", EShLangAll },
{ "max", nullptr, nullptr, "SVM,", "FIU,", EShLangAll },
{ "min", nullptr, nullptr, "SVM,", "FIU,", EShLangAll },
{ "modf", nullptr, nullptr, "SVM,>", "FIU,", EShLangAll },
{ "msad4", "V4", "U", "S,V2,V4", "U,,", EShLangAll },
{ "mul", "S", nullptr, "S,S", "FI,", EShLangAll },
{ "mul", "V", nullptr, "S,V", "FI,", EShLangAll },
{ "mul", "M", nullptr, "S,M", "FI,", EShLangAll },
{ "mul", "V", nullptr, "V,S", "FI,", EShLangAll },
{ "mul", "S", nullptr, "V,V", "FI,", EShLangAll },
{ "mul", "M", nullptr, "M,S", "FI,", EShLangAll },
{ "abort", nullptr, nullptr, "-", "-", EShLangAll, false },
{ "abs", nullptr, nullptr, "SVM", "DFUI", EShLangAll, false },
{ "acos", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "all", "S", "B", "SVM", "BFIU", EShLangAll, false },
{ "AllMemoryBarrier", nullptr, nullptr, "-", "-", EShLangCS, false },
{ "AllMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangCS, false },
{ "any", "S", "B", "SVM", "BFIU", EShLangAll, false },
{ "asdouble", "S", "D", "S,", "UI,", EShLangAll, false },
{ "asdouble", "V2", "D", "V2,", "UI,", EShLangAll, false },
{ "asfloat", nullptr, "F", "SVM", "BFIU", EShLangAll, false },
{ "asin", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "asint", nullptr, "I", "SVM", "FU", EShLangAll, false },
{ "asuint", nullptr, "U", "SVM", "FU", EShLangAll, false },
{ "atan", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "atan2", nullptr, nullptr, "SVM,", "F,", EShLangAll, false },
{ "ceil", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "CheckAccessFullyMapped", "S", "B" , "S", "U", EShLangPSCS, false },
{ "clamp", nullptr, nullptr, "SVM,,", "FUI,,", EShLangAll, false },
{ "clip", "-", "-", "SVM", "F", EShLangPS, false },
{ "cos", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "cosh", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "countbits", nullptr, nullptr, "SV", "UI", EShLangAll, false },
{ "cross", nullptr, nullptr, "V3,", "F,", EShLangAll, false },
{ "D3DCOLORtoUBYTE4", "V4", "I", "V4", "F", EShLangAll, false },
{ "ddx", nullptr, nullptr, "SVM", "F", EShLangPS, false },
{ "ddx_coarse", nullptr, nullptr, "SVM", "F", EShLangPS, false },
{ "ddx_fine", nullptr, nullptr, "SVM", "F", EShLangPS, false },
{ "ddy", nullptr, nullptr, "SVM", "F", EShLangPS, false },
{ "ddy_coarse", nullptr, nullptr, "SVM", "F", EShLangPS, false },
{ "ddy_fine", nullptr, nullptr, "SVM", "F", EShLangPS, false },
{ "degrees", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "determinant", "S", "F", "M", "F", EShLangAll, false },
{ "DeviceMemoryBarrier", nullptr, nullptr, "-", "-", EShLangPSCS, false },
{ "DeviceMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangCS, false },
{ "distance", "S", "F", "V,", "F,", EShLangAll, false },
{ "dot", "S", nullptr, "SV,", "FI,", EShLangAll, false },
{ "dst", nullptr, nullptr, "V4,", "F,", EShLangAll, false },
// { "errorf", "-", "-", "", "", EShLangAll, false }, TODO: varargs
{ "EvaluateAttributeAtCentroid", nullptr, nullptr, "SVM", "F", EShLangPS, false },
{ "EvaluateAttributeAtSample", nullptr, nullptr, "SVM,S", "F,U", EShLangPS, false },
{ "EvaluateAttributeSnapped", nullptr, nullptr, "SVM,V2", "F,I", EShLangPS, false },
{ "exp", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "exp2", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "f16tof32", nullptr, "F", "SV", "U", EShLangAll, false },
{ "f32tof16", nullptr, "U", "SV", "F", EShLangAll, false },
{ "faceforward", nullptr, nullptr, "V,,", "F,,", EShLangAll, false },
{ "firstbithigh", nullptr, nullptr, "SV", "UI", EShLangAll, false },
{ "firstbitlow", nullptr, nullptr, "SV", "UI", EShLangAll, false },
{ "floor", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "fma", nullptr, nullptr, "SVM,,", "D,,", EShLangAll, false },
{ "fmod", nullptr, nullptr, "SVM,", "F,", EShLangAll, false },
{ "frac", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "frexp", nullptr, nullptr, "SVM,", "F,", EShLangAll, false },
{ "fwidth", nullptr, nullptr, "SVM", "F", EShLangPS, false },
{ "GetRenderTargetSampleCount", "S", "U", "-", "-", EShLangAll, false },
{ "GetRenderTargetSamplePosition", "V2", "F", "V1", "I", EShLangAll, false },
{ "GroupMemoryBarrier", nullptr, nullptr, "-", "-", EShLangCS, false },
{ "GroupMemoryBarrierWithGroupSync", nullptr, nullptr, "-", "-", EShLangCS, false },
{ "InterlockedAdd", "-", "-", "SVM,,>", "UI,,", EShLangPSCS, false },
{ "InterlockedAdd", "-", "-", "SVM,", "UI,", EShLangPSCS, false },
{ "InterlockedAnd", "-", "-", "SVM,,>", "UI,,", EShLangPSCS, false },
{ "InterlockedAnd", "-", "-", "SVM,", "UI,", EShLangPSCS, false },
{ "InterlockedCompareExchange", "-", "-", "SVM,,,>", "UI,,,", EShLangPSCS, false },
{ "InterlockedCompareStore", "-", "-", "SVM,,", "UI,,", EShLangPSCS, false },
{ "InterlockedExchange", "-", "-", "SVM,,>", "UI,,", EShLangPSCS, false },
{ "InterlockedMax", "-", "-", "SVM,,>", "UI,,", EShLangPSCS, false },
{ "InterlockedMax", "-", "-", "SVM,", "UI,", EShLangPSCS, false },
{ "InterlockedMin", "-", "-", "SVM,,>", "UI,,", EShLangPSCS, false },
{ "InterlockedMin", "-", "-", "SVM,", "UI,", EShLangPSCS, false },
{ "InterlockedOr", "-", "-", "SVM,,>", "UI,,", EShLangPSCS, false },
{ "InterlockedOr", "-", "-", "SVM,", "UI,", EShLangPSCS, false },
{ "InterlockedXor", "-", "-", "SVM,,>", "UI,,", EShLangPSCS, false },
{ "InterlockedXor", "-", "-", "SVM,", "UI,", EShLangPSCS, false },
{ "isfinite", nullptr, "B" , "SVM", "F", EShLangAll, false },
{ "isinf", nullptr, "B" , "SVM", "F", EShLangAll, false },
{ "isnan", nullptr, "B" , "SVM", "F", EShLangAll, false },
{ "ldexp", nullptr, nullptr, "SVM,", "F,", EShLangAll, false },
{ "length", "S", "F", "V", "F", EShLangAll, false },
{ "lerp", nullptr, nullptr, "VM,,", "F,,", EShLangAll, false },
{ "lerp", nullptr, nullptr, "SVM,,S", "F,,", EShLangAll, false },
{ "lit", "V4", "F", "S,,", "F,,", EShLangAll, false },
{ "log", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "log10", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "log2", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "mad", nullptr, nullptr, "SVM,,", "DFUI,,", EShLangAll, false },
{ "max", nullptr, nullptr, "SVM,", "FIU,", EShLangAll, false },
{ "min", nullptr, nullptr, "SVM,", "FIU,", EShLangAll, false },
{ "modf", nullptr, nullptr, "SVM,>", "FIU,", EShLangAll, false },
{ "msad4", "V4", "U", "S,V2,V4", "U,,", EShLangAll, false },
{ "mul", "S", nullptr, "S,S", "FI,", EShLangAll, false },
{ "mul", "V", nullptr, "S,V", "FI,", EShLangAll, false },
{ "mul", "M", nullptr, "S,M", "FI,", EShLangAll, false },
{ "mul", "V", nullptr, "V,S", "FI,", EShLangAll, false },
{ "mul", "S", nullptr, "V,V", "FI,", EShLangAll, false },
{ "mul", "M", nullptr, "M,S", "FI,", EShLangAll, false },
// mat*mat form of mul is handled in createMatTimesMat()
{ "noise", "S", "F", "V", "F", EShLangPS },
{ "normalize", nullptr, nullptr, "V", "F", EShLangAll },
{ "pow", nullptr, nullptr, "SVM,", "F,", EShLangAll },
// { "printf", "-", "-", "", "", EShLangAll }, TODO: varargs
{ "Process2DQuadTessFactorsAvg", "-", "-", "V4,V2,>V4,>V2,", "F,,,,", EShLangHS },
{ "Process2DQuadTessFactorsMax", "-", "-", "V4,V2,>V4,>V2,", "F,,,,", EShLangHS },
{ "Process2DQuadTessFactorsMin", "-", "-", "V4,V2,>V4,>V2,", "F,,,,", EShLangHS },
{ "ProcessIsolineTessFactors", "-", "-", "S,,>,>", "F,,,", EShLangHS },
{ "ProcessQuadTessFactorsAvg", "-", "-", "V4,S,>V4,>V2,", "F,,,,", EShLangHS },
{ "ProcessQuadTessFactorsMax", "-", "-", "V4,S,>V4,>V2,", "F,,,,", EShLangHS },
{ "ProcessQuadTessFactorsMin", "-", "-", "V4,S,>V4,>V2,", "F,,,,", EShLangHS },
{ "ProcessTriTessFactorsAvg", "-", "-", "V3,S,>V3,>S,", "F,,,,", EShLangHS },
{ "ProcessTriTessFactorsMax", "-", "-", "V3,S,>V3,>S,", "F,,,,", EShLangHS },
{ "ProcessTriTessFactorsMin", "-", "-", "V3,S,>V3,>S,", "F,,,,", EShLangHS },
{ "radians", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "rcp", nullptr, nullptr, "SVM", "FD", EShLangAll },
{ "reflect", nullptr, nullptr, "V,", "F,", EShLangAll },
{ "refract", nullptr, nullptr, "V,V,S", "F,,", EShLangAll },
{ "reversebits", nullptr, nullptr, "SV", "UI", EShLangAll },
{ "round", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "rsqrt", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "saturate", nullptr, nullptr , "SVM", "F", EShLangAll },
{ "sign", nullptr, nullptr, "SVM", "FI", EShLangAll },
{ "sin", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "sincos", "-", "-", "SVM,>,>", "F,,", EShLangAll },
{ "sinh", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "smoothstep", nullptr, nullptr, "SVM,,", "F,,", EShLangAll },
{ "sqrt", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "step", nullptr, nullptr, "SVM,", "F,", EShLangAll },
{ "tan", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "tanh", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "tex1D", "V4", "F", "V1,S", "S,F", EShLangPS },
{ "tex1D", "V4", "F", "V1,S,V1,", "S,F,,", EShLangPS },
{ "tex1Dbias", "V4", "F", "V1,V4", "S,F", EShLangPS },
{ "tex1Dgrad", "V4", "F", "V1,,,", "S,F,,", EShLangPS },
{ "tex1Dlod", "V4", "F", "V1,V4", "S,F", EShLangPS },
{ "tex1Dproj", "V4", "F", "V1,V4", "S,F", EShLangPS },
{ "tex2D", "V4", "F", "V2,", "S,F", EShLangPS },
{ "tex2D", "V4", "F", "V2,,,", "S,F,,", EShLangPS },
{ "tex2Dbias", "V4", "F", "V2,V4", "S,F", EShLangPS },
{ "tex2Dgrad", "V4", "F", "V2,,,", "S,F,,", EShLangPS },
{ "tex2Dlod", "V4", "F", "V2,V4", "S,F", EShLangPS },
{ "tex2Dproj", "V4", "F", "V2,V4", "S,F", EShLangPS },
{ "tex3D", "V4", "F", "V3,", "S,F", EShLangPS },
{ "tex3D", "V4", "F", "V3,,,", "S,F,,", EShLangPS },
{ "tex3Dbias", "V4", "F", "V3,V4", "S,F", EShLangPS },
{ "tex3Dgrad", "V4", "F", "V3,,,", "S,F,,", EShLangPS },
{ "tex3Dlod", "V4", "F", "V3,V4", "S,F", EShLangPS },
{ "tex3Dproj", "V4", "F", "V3,V4", "S,F", EShLangPS },
{ "texCUBE", "V4", "F", "V4,V3", "S,F", EShLangPS },
{ "texCUBE", "V4", "F", "V4,V3,,", "S,F,,", EShLangPS },
{ "texCUBEbias", "V4", "F", "V4,", "S,F", EShLangPS },
{ "texCUBEgrad", "V4", "F", "V4,V3,,", "S,F,,", EShLangPS },
{ "texCUBElod", "V4", "F", "V4,", "S,F", EShLangPS },
{ "texCUBEproj", "V4", "F", "V4,", "S,F", EShLangPS },
{ "transpose", "^M", nullptr, "M", "FUIB", EShLangAll },
{ "trunc", nullptr, nullptr, "SVM", "F", EShLangAll },
{ "noise", "S", "F", "V", "F", EShLangPS, false },
{ "normalize", nullptr, nullptr, "V", "F", EShLangAll, false },
{ "pow", nullptr, nullptr, "SVM,", "F,", EShLangAll, false },
// { "printf", "-", "-", "", "", EShLangAll, false }, TODO: varargs
{ "Process2DQuadTessFactorsAvg", "-", "-", "V4,V2,>V4,>V2,", "F,,,,", EShLangHS, false },
{ "Process2DQuadTessFactorsMax", "-", "-", "V4,V2,>V4,>V2,", "F,,,,", EShLangHS, false },
{ "Process2DQuadTessFactorsMin", "-", "-", "V4,V2,>V4,>V2,", "F,,,,", EShLangHS, false },
{ "ProcessIsolineTessFactors", "-", "-", "S,,>,>", "F,,,", EShLangHS, false },
{ "ProcessQuadTessFactorsAvg", "-", "-", "V4,S,>V4,>V2,", "F,,,,", EShLangHS, false },
{ "ProcessQuadTessFactorsMax", "-", "-", "V4,S,>V4,>V2,", "F,,,,", EShLangHS, false },
{ "ProcessQuadTessFactorsMin", "-", "-", "V4,S,>V4,>V2,", "F,,,,", EShLangHS, false },
{ "ProcessTriTessFactorsAvg", "-", "-", "V3,S,>V3,>S,", "F,,,,", EShLangHS, false },
{ "ProcessTriTessFactorsMax", "-", "-", "V3,S,>V3,>S,", "F,,,,", EShLangHS, false },
{ "ProcessTriTessFactorsMin", "-", "-", "V3,S,>V3,>S,", "F,,,,", EShLangHS, false },
{ "radians", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "rcp", nullptr, nullptr, "SVM", "FD", EShLangAll, false },
{ "reflect", nullptr, nullptr, "V,", "F,", EShLangAll, false },
{ "refract", nullptr, nullptr, "V,V,S", "F,,", EShLangAll, false },
{ "reversebits", nullptr, nullptr, "SV", "UI", EShLangAll, false },
{ "round", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "rsqrt", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "saturate", nullptr, nullptr , "SVM", "F", EShLangAll, false },
{ "sign", nullptr, nullptr, "SVM", "FI", EShLangAll, false },
{ "sin", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "sincos", "-", "-", "SVM,>,>", "F,,", EShLangAll, false },
{ "sinh", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "smoothstep", nullptr, nullptr, "SVM,,", "F,,", EShLangAll, false },
{ "sqrt", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "step", nullptr, nullptr, "SVM,", "F,", EShLangAll, false },
{ "tan", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "tanh", nullptr, nullptr, "SVM", "F", EShLangAll, false },
{ "tex1D", "V4", "F", "V1,S", "S,F", EShLangPS, false },
{ "tex1D", "V4", "F", "V1,S,V1,", "S,F,,", EShLangPS, false },
{ "tex1Dbias", "V4", "F", "V1,V4", "S,F", EShLangPS, false },
{ "tex1Dgrad", "V4", "F", "V1,,,", "S,F,,", EShLangPS, false },
{ "tex1Dlod", "V4", "F", "V1,V4", "S,F", EShLangPS, false },
{ "tex1Dproj", "V4", "F", "V1,V4", "S,F", EShLangPS, false },
{ "tex2D", "V4", "F", "V2,", "S,F", EShLangPS, false },
{ "tex2D", "V4", "F", "V2,,,", "S,F,,", EShLangPS, false },
{ "tex2Dbias", "V4", "F", "V2,V4", "S,F", EShLangPS, false },
{ "tex2Dgrad", "V4", "F", "V2,,,", "S,F,,", EShLangPS, false },
{ "tex2Dlod", "V4", "F", "V2,V4", "S,F", EShLangPS, false },
{ "tex2Dproj", "V4", "F", "V2,V4", "S,F", EShLangPS, false },
{ "tex3D", "V4", "F", "V3,", "S,F", EShLangPS, false },
{ "tex3D", "V4", "F", "V3,,,", "S,F,,", EShLangPS, false },
{ "tex3Dbias", "V4", "F", "V3,V4", "S,F", EShLangPS, false },
{ "tex3Dgrad", "V4", "F", "V3,,,", "S,F,,", EShLangPS, false },
{ "tex3Dlod", "V4", "F", "V3,V4", "S,F", EShLangPS, false },
{ "tex3Dproj", "V4", "F", "V3,V4", "S,F", EShLangPS, false },
{ "texCUBE", "V4", "F", "V4,V3", "S,F", EShLangPS, false },
{ "texCUBE", "V4", "F", "V4,V3,,", "S,F,,", EShLangPS, false },
{ "texCUBEbias", "V4", "F", "V4,", "S,F", EShLangPS, false },
{ "texCUBEgrad", "V4", "F", "V4,V3,,", "S,F,,", EShLangPS, false },
{ "texCUBElod", "V4", "F", "V4,", "S,F", EShLangPS, false },
{ "texCUBEproj", "V4", "F", "V4,", "S,F", EShLangPS, false },
{ "transpose", "^M", nullptr, "M", "FUIB", EShLangAll, false },
{ "trunc", nullptr, nullptr, "SVM", "F", EShLangAll, false },
// Texture object methods. Return type can be overridden by shader declaration.
// !O = no offset, O = offset
{ "Sample", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangPS },
{ "Sample", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangPS },
{ "Sample", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangPS, true },
{ "Sample", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangPS, true },
{ "SampleBias", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,S,F,", EShLangPS },
{ "SampleBias", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,S,F,,I", EShLangPS },
{ "SampleBias", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,S,F,", EShLangPS, true },
{ "SampleBias", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,S,F,,I", EShLangPS, true },
// TODO: FXC accepts int/uint samplers here. unclear what that means.
{ "SampleCmp", /*!O*/ "S", "F", "%@,S,V,S", "FIU,s,F,", EShLangPS },
{ "SampleCmp", /* O*/ "S", "F", "%@,S,V,S,V", "FIU,s,F,,I", EShLangPS },
{ "SampleCmp", /*!O*/ "S", "F", "%@,S,V,S", "FIU,s,F,", EShLangPS, true },
{ "SampleCmp", /* O*/ "S", "F", "%@,S,V,S,V", "FIU,s,F,,I", EShLangPS, true },
// TODO: FXC accepts int/uint samplers here. unclear what that means.
{ "SampleCmpLevelZero", /*!O*/ "S", "F", "%@,S,V,S", "FIU,s,F,F", EShLangPS },
{ "SampleCmpLevelZero", /* O*/ "S", "F", "%@,S,V,S,V", "FIU,s,F,F,I", EShLangPS },
{ "SampleCmpLevelZero", /*!O*/ "S", "F", "%@,S,V,S", "FIU,s,F,F", EShLangPS, true },
{ "SampleCmpLevelZero", /* O*/ "S", "F", "%@,S,V,S,V", "FIU,s,F,F,I", EShLangPS, true },
{ "SampleGrad", /*!O*/ "V4", nullptr, "%@,S,V,,", "FIU,S,F,,", EShLangAll },
{ "SampleGrad", /* O*/ "V4", nullptr, "%@,S,V,,,", "FIU,S,F,,,I", EShLangAll },
{ "SampleGrad", /*!O*/ "V4", nullptr, "%@,S,V,,", "FIU,S,F,,", EShLangAll, true },
{ "SampleGrad", /* O*/ "V4", nullptr, "%@,S,V,,,", "FIU,S,F,,,I", EShLangAll, true },
{ "SampleLevel", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,S,F,", EShLangAll },
{ "SampleLevel", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,S,F,,I", EShLangAll },
{ "SampleLevel", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,S,F,", EShLangAll, true },
{ "SampleLevel", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,S,F,,I", EShLangAll, true },
{ "Load", /*!O*/ "V4", nullptr, "%@,V", "FIU,I", EShLangAll },
{ "Load", /* O*/ "V4", nullptr, "%@,V,V", "FIU,I,I", EShLangAll },
{ "Load", /* +sampleidex*/ "V4", nullptr, "$&,V,S", "FIU,I,I", EShLangAll },
{ "Load", /* +samplindex, offset*/ "V4", nullptr, "$&,V,S,V", "FIU,I,I,I", EShLangAll },
{ "Load", /*!O*/ "V4", nullptr, "%@,V", "FIU,I", EShLangAll, true },
{ "Load", /* O*/ "V4", nullptr, "%@,V,V", "FIU,I,I", EShLangAll, true },
{ "Load", /* +sampleidex*/ "V4", nullptr, "$&,V,S", "FIU,I,I", EShLangAll, true },
{ "Load", /* +samplindex, offset*/ "V4", nullptr, "$&,V,S,V", "FIU,I,I,I", EShLangAll, true },
// RWTexture loads
{ "Load", "V4", nullptr, "!#,V", "FIU,I", EShLangAll },
{ "Load", "V4", nullptr, "!#,V", "FIU,I", EShLangAll, true },
// (RW)Buffer loads
{ "Load", "V4", nullptr, "~*1,V", "FIU,I", EShLangAll },
{ "Load", "V4", nullptr, "~*1,V", "FIU,I", EShLangAll, true },
{ "Gather", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll },
{ "Gather", /* O*/ "V4", nullptr, "%@,S,V,V", "FIU,S,F,I", EShLangAll },
{ "Gather", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll, true },
{ "Gather", /* O*/ "V4", nullptr, "%@,S,V,V", "FIU,S,F,I", EShLangAll, true },
{ "CalculateLevelOfDetail", "S", "F", "%@,S,V", "FUI,S,F", EShLangPS },
{ "CalculateLevelOfDetailUnclamped", "S", "F", "%@,S,V", "FUI,S,F", EShLangPS },
{ "CalculateLevelOfDetail", "S", "F", "%@,S,V", "FUI,S,F", EShLangPS, true },
{ "CalculateLevelOfDetailUnclamped", "S", "F", "%@,S,V", "FUI,S,F", EShLangPS, true },
{ "GetSamplePosition", "V2", "F", "$&2,S", "FUI,I", EShLangVSPSGS },
{ "GetSamplePosition", "V2", "F", "$&2,S", "FUI,I", EShLangVSPSGS,true },
//
// UINT Width
// UINT MipLevel, UINT Width, UINT NumberOfLevels
{ "GetDimensions", /* 1D */ "-", "-", "%!~1,>S", "FUI,U", EShLangAll },
{ "GetDimensions", /* 1D */ "-", "-", "%!~1,>S", "FUI,F", EShLangAll },
{ "GetDimensions", /* 1D */ "-", "-", "%1,S,>S,", "FUI,U,,", EShLangAll },
{ "GetDimensions", /* 1D */ "-", "-", "%1,S,>S,", "FUI,U,F,", EShLangAll },
{ "GetDimensions", /* 1D */ "-", "-", "%!~1,>S", "FUI,U", EShLangAll, true },
{ "GetDimensions", /* 1D */ "-", "-", "%!~1,>S", "FUI,F", EShLangAll, true },
{ "GetDimensions", /* 1D */ "-", "-", "%1,S,>S,", "FUI,U,,", EShLangAll, true },
{ "GetDimensions", /* 1D */ "-", "-", "%1,S,>S,", "FUI,U,F,", EShLangAll, true },
// UINT Width, UINT Elements
// UINT MipLevel, UINT Width, UINT Elements, UINT NumberOfLevels
{ "GetDimensions", /* 1DArray */ "-", "-", "@#1,>S,", "FUI,U,", EShLangAll },
{ "GetDimensions", /* 1DArray */ "-", "-", "@#1,>S,", "FUI,F,", EShLangAll },
{ "GetDimensions", /* 1DArray */ "-", "-", "@1,S,>S,,", "FUI,U,,,", EShLangAll },
{ "GetDimensions", /* 1DArray */ "-", "-", "@1,S,>S,,", "FUI,U,F,,", EShLangAll },
{ "GetDimensions", /* 1DArray */ "-", "-", "@#1,>S,", "FUI,U,", EShLangAll, true },
{ "GetDimensions", /* 1DArray */ "-", "-", "@#1,>S,", "FUI,F,", EShLangAll, true },
{ "GetDimensions", /* 1DArray */ "-", "-", "@1,S,>S,,", "FUI,U,,,", EShLangAll, true },
{ "GetDimensions", /* 1DArray */ "-", "-", "@1,S,>S,,", "FUI,U,F,,", EShLangAll, true },
// UINT Width, UINT Height
// UINT MipLevel, UINT Width, UINT Height, UINT NumberOfLevels
{ "GetDimensions", /* 2D */ "-", "-", "%!2,>S,", "FUI,U,", EShLangAll },
{ "GetDimensions", /* 2D */ "-", "-", "%!2,>S,", "FUI,F,", EShLangAll },
{ "GetDimensions", /* 2D */ "-", "-", "%2,S,>S,,", "FUI,U,,,", EShLangAll },
{ "GetDimensions", /* 2D */ "-", "-", "%2,S,>S,,", "FUI,U,F,,", EShLangAll },
{ "GetDimensions", /* 2D */ "-", "-", "%!2,>S,", "FUI,U,", EShLangAll, true },
{ "GetDimensions", /* 2D */ "-", "-", "%!2,>S,", "FUI,F,", EShLangAll, true },
{ "GetDimensions", /* 2D */ "-", "-", "%2,S,>S,,", "FUI,U,,,", EShLangAll, true },
{ "GetDimensions", /* 2D */ "-", "-", "%2,S,>S,,", "FUI,U,F,,", EShLangAll, true },
// UINT Width, UINT Height, UINT Elements
// UINT MipLevel, UINT Width, UINT Height, UINT Elements, UINT NumberOfLevels
{ "GetDimensions", /* 2DArray */ "-", "-", "@#2,>S,,", "FUI,U,,", EShLangAll },
{ "GetDimensions", /* 2DArray */ "-", "-", "@#2,>S,,", "FUI,F,F,F", EShLangAll },
{ "GetDimensions", /* 2DArray */ "-", "-", "@2,S,>S,,,", "FUI,U,,,,", EShLangAll },
{ "GetDimensions", /* 2DArray */ "-", "-", "@2,S,>S,,,", "FUI,U,F,,,", EShLangAll },
{ "GetDimensions", /* 2DArray */ "-", "-", "@#2,>S,,", "FUI,U,,", EShLangAll, true },
{ "GetDimensions", /* 2DArray */ "-", "-", "@#2,>S,,", "FUI,F,F,F", EShLangAll, true },
{ "GetDimensions", /* 2DArray */ "-", "-", "@2,S,>S,,,", "FUI,U,,,,", EShLangAll, true },
{ "GetDimensions", /* 2DArray */ "-", "-", "@2,S,>S,,,", "FUI,U,F,,,", EShLangAll, true },
// UINT Width, UINT Height, UINT Depth
// UINT MipLevel, UINT Width, UINT Height, UINT Depth, UINT NumberOfLevels
{ "GetDimensions", /* 3D */ "-", "-", "%!3,>S,,", "FUI,U,,", EShLangAll },
{ "GetDimensions", /* 3D */ "-", "-", "%!3,>S,,", "FUI,F,,", EShLangAll },
{ "GetDimensions", /* 3D */ "-", "-", "%3,S,>S,,,", "FUI,U,,,,", EShLangAll },
{ "GetDimensions", /* 3D */ "-", "-", "%3,S,>S,,,", "FUI,U,F,,,", EShLangAll },
{ "GetDimensions", /* 3D */ "-", "-", "%!3,>S,,", "FUI,U,,", EShLangAll, true },
{ "GetDimensions", /* 3D */ "-", "-", "%!3,>S,,", "FUI,F,,", EShLangAll, true },
{ "GetDimensions", /* 3D */ "-", "-", "%3,S,>S,,,", "FUI,U,,,,", EShLangAll, true },
{ "GetDimensions", /* 3D */ "-", "-", "%3,S,>S,,,", "FUI,U,F,,,", EShLangAll, true },
// UINT Width, UINT Height
// UINT MipLevel, UINT Width, UINT Height, UINT NumberOfLevels
{ "GetDimensions", /* Cube */ "-", "-", "%4,>S,", "FUI,U,", EShLangAll },
{ "GetDimensions", /* Cube */ "-", "-", "%4,>S,", "FUI,F,", EShLangAll },
{ "GetDimensions", /* Cube */ "-", "-", "%4,S,>S,,", "FUI,U,,,", EShLangAll },
{ "GetDimensions", /* Cube */ "-", "-", "%4,S,>S,,", "FUI,U,F,,", EShLangAll },
{ "GetDimensions", /* Cube */ "-", "-", "%4,>S,", "FUI,U,", EShLangAll, true },
{ "GetDimensions", /* Cube */ "-", "-", "%4,>S,", "FUI,F,", EShLangAll, true },
{ "GetDimensions", /* Cube */ "-", "-", "%4,S,>S,,", "FUI,U,,,", EShLangAll, true },
{ "GetDimensions", /* Cube */ "-", "-", "%4,S,>S,,", "FUI,U,F,,", EShLangAll, true },
// UINT Width, UINT Height, UINT Elements
// UINT MipLevel, UINT Width, UINT Height, UINT Elements, UINT NumberOfLevels
{ "GetDimensions", /* CubeArray */ "-", "-", "@4,>S,,", "FUI,U,,", EShLangAll },
{ "GetDimensions", /* CubeArray */ "-", "-", "@4,>S,,", "FUI,F,,", EShLangAll },
{ "GetDimensions", /* CubeArray */ "-", "-", "@4,S,>S,,,", "FUI,U,,,,", EShLangAll },
{ "GetDimensions", /* CubeArray */ "-", "-", "@4,S,>S,,,", "FUI,U,F,,,", EShLangAll },
{ "GetDimensions", /* CubeArray */ "-", "-", "@4,>S,,", "FUI,U,,", EShLangAll, true },
{ "GetDimensions", /* CubeArray */ "-", "-", "@4,>S,,", "FUI,F,,", EShLangAll, true },
{ "GetDimensions", /* CubeArray */ "-", "-", "@4,S,>S,,,", "FUI,U,,,,", EShLangAll, true },
{ "GetDimensions", /* CubeArray */ "-", "-", "@4,S,>S,,,", "FUI,U,F,,,", EShLangAll, true },
// UINT Width, UINT Height, UINT Samples
// UINT Width, UINT Height, UINT Elements, UINT Samples
{ "GetDimensions", /* 2DMS */ "-", "-", "$2,>S,,", "FUI,U,,", EShLangAll },
{ "GetDimensions", /* 2DMS */ "-", "-", "$2,>S,,", "FUI,U,,", EShLangAll },
{ "GetDimensions", /* 2DMSArray */ "-", "-", "&2,>S,,,", "FUI,U,,,", EShLangAll },
{ "GetDimensions", /* 2DMSArray */ "-", "-", "&2,>S,,,", "FUI,U,,,", EShLangAll },
{ "GetDimensions", /* 2DMS */ "-", "-", "$2,>S,,", "FUI,U,,", EShLangAll, true },
{ "GetDimensions", /* 2DMS */ "-", "-", "$2,>S,,", "FUI,U,,", EShLangAll, true },
{ "GetDimensions", /* 2DMSArray */ "-", "-", "&2,>S,,,", "FUI,U,,,", EShLangAll, true },
{ "GetDimensions", /* 2DMSArray */ "-", "-", "&2,>S,,,", "FUI,U,,,", EShLangAll, true },
// SM5 texture methods
{ "GatherRed", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll },
{ "GatherRed", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangAll },
{ "GatherRed", /* O, status*/ "V4", nullptr, "%@,S,V,,>S", "FIU,S,F,I,U", EShLangAll },
{ "GatherRed", /* O-4 */ "V4", nullptr, "%@,S,V,,,,", "FIU,S,F,I,,,", EShLangAll },
{ "GatherRed", /* O-4, status */"V4", nullptr, "%@,S,V,,,,,S", "FIU,S,F,I,,,,U",EShLangAll },
{ "GatherRed", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll, true },
{ "GatherRed", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangAll, true },
{ "GatherRed", /* O, status*/ "V4", nullptr, "%@,S,V,,>S", "FIU,S,F,I,U", EShLangAll, true },
{ "GatherRed", /* O-4 */ "V4", nullptr, "%@,S,V,,,,", "FIU,S,F,I,,,", EShLangAll, true },
{ "GatherRed", /* O-4, status */"V4", nullptr, "%@,S,V,,,,,S", "FIU,S,F,I,,,,U", EShLangAll, true },
{ "GatherGreen", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll },
{ "GatherGreen", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangAll },
{ "GatherGreen", /* O, status*/ "V4", nullptr, "%@,S,V,,>S", "FIU,S,F,I,U", EShLangAll },
{ "GatherGreen", /* O-4 */ "V4", nullptr, "%@,S,V,,,,", "FIU,S,F,I,,,", EShLangAll },
{ "GatherGreen", /* O-4, status */"V4", nullptr, "%@,S,V,,,,,S", "FIU,S,F,I,,,,U",EShLangAll },
{ "GatherGreen", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll, true },
{ "GatherGreen", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangAll, true },
{ "GatherGreen", /* O, status*/ "V4", nullptr, "%@,S,V,,>S", "FIU,S,F,I,U", EShLangAll, true },
{ "GatherGreen", /* O-4 */ "V4", nullptr, "%@,S,V,,,,", "FIU,S,F,I,,,", EShLangAll, true },
{ "GatherGreen", /* O-4, status */"V4", nullptr, "%@,S,V,,,,,S", "FIU,S,F,I,,,,U", EShLangAll, true },
{ "GatherBlue", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll },
{ "GatherBlue", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangAll },
{ "GatherBlue", /* O, status*/ "V4", nullptr, "%@,S,V,,>S", "FIU,S,F,I,U", EShLangAll },
{ "GatherBlue", /* O-4 */ "V4", nullptr, "%@,S,V,,,,", "FIU,S,F,I,,,", EShLangAll },
{ "GatherBlue", /* O-4, status */"V4", nullptr, "%@,S,V,,,,,S", "FIU,S,F,I,,,,U",EShLangAll },
{ "GatherBlue", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll, true },
{ "GatherBlue", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangAll, true },
{ "GatherBlue", /* O, status*/ "V4", nullptr, "%@,S,V,,>S", "FIU,S,F,I,U", EShLangAll, true },
{ "GatherBlue", /* O-4 */ "V4", nullptr, "%@,S,V,,,,", "FIU,S,F,I,,,", EShLangAll, true },
{ "GatherBlue", /* O-4, status */"V4", nullptr, "%@,S,V,,,,,S", "FIU,S,F,I,,,,U", EShLangAll, true },
{ "GatherAlpha", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll },
{ "GatherAlpha", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangAll },
{ "GatherAlpha", /* O, status*/ "V4", nullptr, "%@,S,V,,>S", "FIU,S,F,I,U", EShLangAll },
{ "GatherAlpha", /* O-4 */ "V4", nullptr, "%@,S,V,,,,", "FIU,S,F,I,,,", EShLangAll },
{ "GatherAlpha", /* O-4, status */"V4", nullptr, "%@,S,V,,,,,S", "FIU,S,F,I,,,,U",EShLangAll },
{ "GatherAlpha", /*!O*/ "V4", nullptr, "%@,S,V", "FIU,S,F", EShLangAll, true },
{ "GatherAlpha", /* O*/ "V4", nullptr, "%@,S,V,", "FIU,S,F,I", EShLangAll, true },
{ "GatherAlpha", /* O, status*/ "V4", nullptr, "%@,S,V,,>S", "FIU,S,F,I,U", EShLangAll, true },
{ "GatherAlpha", /* O-4 */ "V4", nullptr, "%@,S,V,,,,", "FIU,S,F,I,,,", EShLangAll, true },
{ "GatherAlpha", /* O-4, status */"V4", nullptr, "%@,S,V,,,,,S", "FIU,S,F,I,,,,U", EShLangAll, true },
{ "GatherCmpRed", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,s,F,", EShLangAll },
{ "GatherCmpRed", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,s,F,,I", EShLangAll },
{ "GatherCmpRed", /* O, status*/ "V4", nullptr, "%@,S,V,S,V,>S", "FIU,s,F,,I,U", EShLangAll },
{ "GatherCmpRed", /* O-4 */ "V4", nullptr, "%@,S,V,S,V,,,", "FIU,s,F,,I,,,", EShLangAll },
{ "GatherCmpRed", /* O-4, status */"V4", nullptr, "%@,S,V,S,V,,V,S","FIU,s,F,,I,,,,U",EShLangAll },
{ "GatherCmpRed", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,s,F,", EShLangAll, true },
{ "GatherCmpRed", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,s,F,,I", EShLangAll, true },
{ "GatherCmpRed", /* O, status*/ "V4", nullptr, "%@,S,V,S,V,>S", "FIU,s,F,,I,U", EShLangAll, true },
{ "GatherCmpRed", /* O-4 */ "V4", nullptr, "%@,S,V,S,V,,,", "FIU,s,F,,I,,,", EShLangAll, true },
{ "GatherCmpRed", /* O-4, status */"V4", nullptr, "%@,S,V,S,V,,V,S","FIU,s,F,,I,,,,U",EShLangAll, true },
{ "GatherCmpGreen", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,s,F,", EShLangAll },
{ "GatherCmpGreen", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,s,F,,I", EShLangAll },
{ "GatherCmpGreen", /* O, status*/ "V4", nullptr, "%@,S,V,S,V,>S", "FIU,s,F,,I,U", EShLangAll },
{ "GatherCmpGreen", /* O-4 */ "V4", nullptr, "%@,S,V,S,V,,,", "FIU,s,F,,I,,,", EShLangAll },
{ "GatherCmpGreen", /* O-4, status */"V4", nullptr, "%@,S,V,S,V,,,,S","FIU,s,F,,I,,,,U",EShLangAll },
{ "GatherCmpGreen", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,s,F,", EShLangAll, true },
{ "GatherCmpGreen", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,s,F,,I", EShLangAll, true },
{ "GatherCmpGreen", /* O, status*/ "V4", nullptr, "%@,S,V,S,V,>S", "FIU,s,F,,I,U", EShLangAll, true },
{ "GatherCmpGreen", /* O-4 */ "V4", nullptr, "%@,S,V,S,V,,,", "FIU,s,F,,I,,,", EShLangAll, true },
{ "GatherCmpGreen", /* O-4, status */"V4", nullptr, "%@,S,V,S,V,,,,S","FIU,s,F,,I,,,,U",EShLangAll, true },
{ "GatherCmpBlue", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,s,F,", EShLangAll },
{ "GatherCmpBlue", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,s,F,,I", EShLangAll },
{ "GatherCmpBlue", /* O, status*/ "V4", nullptr, "%@,S,V,S,V,>S", "FIU,s,F,,I,U", EShLangAll },
{ "GatherCmpBlue", /* O-4 */ "V4", nullptr, "%@,S,V,S,V,,,", "FIU,s,F,,I,,,", EShLangAll },
{ "GatherCmpBlue", /* O-4, status */"V4", nullptr, "%@,S,V,S,V,,,,S","FIU,s,F,,I,,,,U",EShLangAll },
{ "GatherCmpBlue", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,s,F,", EShLangAll, true },
{ "GatherCmpBlue", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,s,F,,I", EShLangAll, true },
{ "GatherCmpBlue", /* O, status*/ "V4", nullptr, "%@,S,V,S,V,>S", "FIU,s,F,,I,U", EShLangAll, true },
{ "GatherCmpBlue", /* O-4 */ "V4", nullptr, "%@,S,V,S,V,,,", "FIU,s,F,,I,,,", EShLangAll, true },
{ "GatherCmpBlue", /* O-4, status */"V4", nullptr, "%@,S,V,S,V,,,,S","FIU,s,F,,I,,,,U",EShLangAll, true },
{ "GatherCmpAlpha", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,s,F,", EShLangAll },
{ "GatherCmpAlpha", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,s,F,,I", EShLangAll },
{ "GatherCmpAlpha", /* O, status*/ "V4", nullptr, "%@,S,V,S,V,>S", "FIU,s,F,,I,U", EShLangAll },
{ "GatherCmpAlpha", /* O-4 */ "V4", nullptr, "%@,S,V,S,V,,,", "FIU,s,F,,I,,,", EShLangAll },
{ "GatherCmpAlpha", /* O-4, status */"V4", nullptr, "%@,S,V,S,V,,,,S","FIU,s,F,,I,,,,U",EShLangAll },
{ "GatherCmpAlpha", /*!O*/ "V4", nullptr, "%@,S,V,S", "FIU,s,F,", EShLangAll, true },
{ "GatherCmpAlpha", /* O*/ "V4", nullptr, "%@,S,V,S,V", "FIU,s,F,,I", EShLangAll, true },
{ "GatherCmpAlpha", /* O, status*/ "V4", nullptr, "%@,S,V,S,V,>S", "FIU,s,F,,I,U", EShLangAll, true },
{ "GatherCmpAlpha", /* O-4 */ "V4", nullptr, "%@,S,V,S,V,,,", "FIU,s,F,,I,,,", EShLangAll, true },
{ "GatherCmpAlpha", /* O-4, status */"V4", nullptr, "%@,S,V,S,V,,,,S","FIU,s,F,,I,,,,U",EShLangAll, true },
// geometry methods
{ "Append", "-", "-", "-", "-", EShLangGS },
{ "RestartStrip", "-", "-", "-", "-", EShLangGS },
{ "Append", "-", "-", "-", "-", EShLangGS , true },
{ "RestartStrip", "-", "-", "-", "-", EShLangGS , true },
// Methods for structurebuffers. TODO: wildcard type matching.
{ "Load", nullptr, nullptr, "-", "-", EShLangAll },
{ "Load2", nullptr, nullptr, "-", "-", EShLangAll },
{ "Load3", nullptr, nullptr, "-", "-", EShLangAll },
{ "Load4", nullptr, nullptr, "-", "-", EShLangAll },
{ "Store", nullptr, nullptr, "-", "-", EShLangAll },
{ "Store2", nullptr, nullptr, "-", "-", EShLangAll },
{ "Store3", nullptr, nullptr, "-", "-", EShLangAll },
{ "Store4", nullptr, nullptr, "-", "-", EShLangAll },
{ "GetDimensions", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedAdd", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedAnd", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedCompareExchange", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedCompareStore", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedExchange", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedMax", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedMin", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedOr", nullptr, nullptr, "-", "-", EShLangAll },
{ "InterlockedXor", nullptr, nullptr, "-", "-", EShLangAll },
{ "Load", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "Load2", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "Load3", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "Load4", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "Store", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "Store2", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "Store3", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "Store4", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "GetDimensions", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedAdd", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedAnd", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedCompareExchange", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedCompareStore", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedExchange", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedMax", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedMin", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedOr", nullptr, nullptr, "-", "-", EShLangAll, true },
{ "InterlockedXor", nullptr, nullptr, "-", "-", EShLangAll, true },
// Mark end of list, since we want to avoid a range-based for, as some compilers don't handle it yet.
{ nullptr, nullptr, nullptr, nullptr, nullptr, 0 },
{ nullptr, nullptr, nullptr, nullptr, nullptr, 0, false },
};
// Create prototypes for the intrinsics. TODO: Avoid ranged based for until all compilers can handle it.
@@ -918,6 +920,12 @@ void TBuiltInParseablesHlsl::initialize(int /*version*/, EProfile /*profile*/, c
AppendTypeName(s, retOrder, retType, dim0, dim1); // add return type
s.append(" "); // space between type and name
// methods have a prefix. TODO: it would be better as an invalid identifier character,
// but that requires a scanner change.
if (intrinsic.method)
s.append(BUILTIN_PREFIX);
s.append(intrinsic.name); // intrinsic name
s.append("("); // open paren
@@ -1151,41 +1159,51 @@ void TBuiltInParseablesHlsl::identifyBuiltIns(int /*version*/, EProfile /*profil
symbolTable.relateToOperator("trunc", EOpTrunc);
// Texture methods
symbolTable.relateToOperator("Sample", EOpMethodSample);
symbolTable.relateToOperator("SampleBias", EOpMethodSampleBias);
symbolTable.relateToOperator("SampleCmp", EOpMethodSampleCmp);
symbolTable.relateToOperator("SampleCmpLevelZero", EOpMethodSampleCmpLevelZero);
symbolTable.relateToOperator("SampleGrad", EOpMethodSampleGrad);
symbolTable.relateToOperator("SampleLevel", EOpMethodSampleLevel);
symbolTable.relateToOperator("Load", EOpMethodLoad);
symbolTable.relateToOperator("GetDimensions", EOpMethodGetDimensions);
symbolTable.relateToOperator("GetSamplePosition", EOpMethodGetSamplePosition);
symbolTable.relateToOperator("Gather", EOpMethodGather);
symbolTable.relateToOperator("CalculateLevelOfDetail", EOpMethodCalculateLevelOfDetail);
symbolTable.relateToOperator("CalculateLevelOfDetailUnclamped", EOpMethodCalculateLevelOfDetailUnclamped);
symbolTable.relateToOperator(BUILTIN_PREFIX "Sample", EOpMethodSample);
symbolTable.relateToOperator(BUILTIN_PREFIX "SampleBias", EOpMethodSampleBias);
symbolTable.relateToOperator(BUILTIN_PREFIX "SampleCmp", EOpMethodSampleCmp);
symbolTable.relateToOperator(BUILTIN_PREFIX "SampleCmpLevelZero", EOpMethodSampleCmpLevelZero);
symbolTable.relateToOperator(BUILTIN_PREFIX "SampleGrad", EOpMethodSampleGrad);
symbolTable.relateToOperator(BUILTIN_PREFIX "SampleLevel", EOpMethodSampleLevel);
symbolTable.relateToOperator(BUILTIN_PREFIX "Load", EOpMethodLoad);
symbolTable.relateToOperator(BUILTIN_PREFIX "GetDimensions", EOpMethodGetDimensions);
symbolTable.relateToOperator(BUILTIN_PREFIX "GetSamplePosition", EOpMethodGetSamplePosition);
symbolTable.relateToOperator(BUILTIN_PREFIX "Gather", EOpMethodGather);
symbolTable.relateToOperator(BUILTIN_PREFIX "CalculateLevelOfDetail", EOpMethodCalculateLevelOfDetail);
symbolTable.relateToOperator(BUILTIN_PREFIX "CalculateLevelOfDetailUnclamped", EOpMethodCalculateLevelOfDetailUnclamped);
// Structure buffer methods (excluding associations already made above for texture methods w/ same name)
symbolTable.relateToOperator("Load2", EOpMethodLoad2);
symbolTable.relateToOperator("Load3", EOpMethodLoad3);
symbolTable.relateToOperator("Load4", EOpMethodLoad4);
symbolTable.relateToOperator("Store", EOpMethodStore);
symbolTable.relateToOperator("Store2", EOpMethodStore2);
symbolTable.relateToOperator("Store3", EOpMethodStore3);
symbolTable.relateToOperator("Store4", EOpMethodStore4);
symbolTable.relateToOperator(BUILTIN_PREFIX "Load2", EOpMethodLoad2);
symbolTable.relateToOperator(BUILTIN_PREFIX "Load3", EOpMethodLoad3);
symbolTable.relateToOperator(BUILTIN_PREFIX "Load4", EOpMethodLoad4);
symbolTable.relateToOperator(BUILTIN_PREFIX "Store", EOpMethodStore);
symbolTable.relateToOperator(BUILTIN_PREFIX "Store2", EOpMethodStore2);
symbolTable.relateToOperator(BUILTIN_PREFIX "Store3", EOpMethodStore3);
symbolTable.relateToOperator(BUILTIN_PREFIX "Store4", EOpMethodStore4);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedAdd", EOpInterlockedAdd);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedAnd", EOpInterlockedAnd);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedCompareExchange", EOpInterlockedCompareExchange);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedCompareStore", EOpInterlockedCompareStore);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedExchange", EOpInterlockedExchange);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedMax", EOpInterlockedMax);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedMin", EOpInterlockedMin);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedOr", EOpInterlockedOr);
symbolTable.relateToOperator(BUILTIN_PREFIX "InterlockedXor", EOpInterlockedXor);
// SM5 Texture methods
symbolTable.relateToOperator("GatherRed", EOpMethodGatherRed);
symbolTable.relateToOperator("GatherGreen", EOpMethodGatherGreen);
symbolTable.relateToOperator("GatherBlue", EOpMethodGatherBlue);
symbolTable.relateToOperator("GatherAlpha", EOpMethodGatherAlpha);
symbolTable.relateToOperator("GatherCmpRed", EOpMethodGatherCmpRed);
symbolTable.relateToOperator("GatherCmpGreen", EOpMethodGatherCmpGreen);
symbolTable.relateToOperator("GatherCmpBlue", EOpMethodGatherCmpBlue);
symbolTable.relateToOperator("GatherCmpAlpha", EOpMethodGatherCmpAlpha);
symbolTable.relateToOperator(BUILTIN_PREFIX "GatherRed", EOpMethodGatherRed);
symbolTable.relateToOperator(BUILTIN_PREFIX "GatherGreen", EOpMethodGatherGreen);
symbolTable.relateToOperator(BUILTIN_PREFIX "GatherBlue", EOpMethodGatherBlue);
symbolTable.relateToOperator(BUILTIN_PREFIX "GatherAlpha", EOpMethodGatherAlpha);
symbolTable.relateToOperator(BUILTIN_PREFIX "GatherCmpRed", EOpMethodGatherCmpRed);
symbolTable.relateToOperator(BUILTIN_PREFIX "GatherCmpGreen", EOpMethodGatherCmpGreen);
symbolTable.relateToOperator(BUILTIN_PREFIX "GatherCmpBlue", EOpMethodGatherCmpBlue);
symbolTable.relateToOperator(BUILTIN_PREFIX "GatherCmpAlpha", EOpMethodGatherCmpAlpha);
// GS methods
symbolTable.relateToOperator("Append", EOpMethodAppend);
symbolTable.relateToOperator("RestartStrip", EOpMethodRestartStrip);
symbolTable.relateToOperator(BUILTIN_PREFIX "Append", EOpMethodAppend);
symbolTable.relateToOperator(BUILTIN_PREFIX "RestartStrip", EOpMethodRestartStrip);
}
//

View File

@@ -333,6 +333,7 @@ void HlslScanContext::fillInKeywordMap()
(*KeywordMap)["cbuffer"] = EHTokCBuffer;
(*KeywordMap)["tbuffer"] = EHTokTBuffer;
(*KeywordMap)["typedef"] = EHTokTypedef;
(*KeywordMap)["this"] = EHTokThis;
(*KeywordMap)["true"] = EHTokBoolConstant;
(*KeywordMap)["false"] = EHTokBoolConstant;
@@ -374,7 +375,6 @@ void HlslScanContext::fillInKeywordMap()
ReservedSet->insert("sizeof");
ReservedSet->insert("static_cast");
ReservedSet->insert("template");
ReservedSet->insert("this");
ReservedSet->insert("throw");
ReservedSet->insert("try");
ReservedSet->insert("typename");
@@ -827,6 +827,7 @@ EHlslTokenClass HlslScanContext::tokenizeIdentifier()
case EHTokTypedef:
case EHTokCBuffer:
case EHTokTBuffer:
case EHTokThis:
return keyword;
case EHTokBoolConstant:

View File

@@ -54,7 +54,7 @@ class TPpToken;
// Everything needed to fully describe a token.
//
struct HlslToken {
HlslToken() : string(nullptr), symbol(nullptr) { loc.init(); }
HlslToken() : string(nullptr) { loc.init(); }
TSourceLoc loc; // location of token in the source
EHlslTokenClass tokenClass; // what kind of token it is
union { // what data the token holds
@@ -64,7 +64,6 @@ struct HlslToken {
bool b;
double d;
};
glslang::TSymbol* symbol; // if a symbol-table lookup was done already, this is the result
};
//

View File

@@ -273,6 +273,7 @@ enum EHlslTokenClass {
EHTokCBuffer,
EHTokTBuffer,
EHTokTypedef,
EHTokThis,
// constant
EHTokFloatConstant,