From d829148ef8e7c21bb376cc980eb6a2011f042020 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Branimir=20Karad=C5=BEi=C4=87?= Date: Fri, 24 Mar 2017 20:03:12 -0700 Subject: [PATCH] Updated glslang. --- 3rdparty/glslang/SPIRV/GlslangToSpv.cpp | 43 +- 3rdparty/glslang/SPIRV/spvIR.h | 7 +- .../Test/baseResults/hlsl.amend.frag.out | 201 +- .../baseResults/hlsl.array.flatten.frag.out | 12 +- .../Test/baseResults/hlsl.array.frag.out | 40 +- .../baseResults/hlsl.array.multidim.frag.out | 24 +- .../hlsl.attribute.expression.comp.out | 12 +- .../baseResults/hlsl.comparison.vec.frag.out | 4 +- .../hlsl.emptystructreturn.frag.out | 101 + .../hlsl.emptystructreturn.vert.out | 98 + .../baseResults/hlsl.entry.rename.frag.out | 4 +- .../Test/baseResults/hlsl.float4.frag.out | 12 +- .../hlsl.gatherRGBA.array.dx10.frag.out | 196 +- .../hlsl.gatherRGBA.basic.dx10.frag.out | 196 +- .../hlsl.gatherRGBA.offset.dx10.frag.out | 676 ++-- .../hlsl.gatherRGBA.offsetarray.dx10.frag.out | 676 ++-- .../hlsl.gathercmpRGBA.offset.dx10.frag.out | 52 +- .../hlsl.getdimensions.rw.dx10.frag.out | 4 +- .../hlsl.intrinsics.d3dcolortoubyte4.frag.out | 12 +- .../hlsl.intrinsics.promote.down.frag.out | 20 +- .../hlsl.intrinsics.promote.frag.out | 646 ++-- .../hlsl.intrinsics.promote.outputs.frag.out | 30 +- .../baseResults/hlsl.load.2dms.dx10.frag.out | 148 +- .../baseResults/hlsl.load.array.dx10.frag.out | 100 +- .../baseResults/hlsl.load.basic.dx10.frag.out | 148 +- .../baseResults/hlsl.load.basic.dx10.vert.out | 148 +- .../hlsl.load.buffer.dx10.frag.out | 286 +- .../hlsl.load.buffer.float.dx10.frag.out | 292 +- .../hlsl.load.offset.dx10.frag.out | 220 +- .../hlsl.load.offsetarray.dx10.frag.out | 148 +- .../hlsl.load.rwbuffer.dx10.frag.out | 28 +- .../hlsl.load.rwtexture.array.dx10.frag.out | 52 +- .../hlsl.load.rwtexture.dx10.frag.out | 76 +- .../baseResults/hlsl.logical.binary.frag.out | 36 +- .../hlsl.logical.binary.vec.frag.out | 124 +- .../baseResults/hlsl.logical.unary.frag.out | 68 +- .../Test/baseResults/hlsl.matType.frag.out | 4 +- .../baseResults/hlsl.matrixindex.frag.out | 32 +- .../Test/baseResults/hlsl.mintypes.frag.out | 4 +- .../Test/baseResults/hlsl.multiEntry.vert.out | 87 +- .../hlsl.nonstaticMemberFunction.frag.out | 435 +++ .../baseResults/hlsl.params.default.frag.out | 28 +- .../hlsl.params.default.negative.frag.out | 28 +- .../baseResults/hlsl.promote.binary.frag.out | 76 +- .../Test/baseResults/hlsl.promotions.frag.out | 740 ++--- .../Test/baseResults/hlsl.rw.atomics.frag.out | 2788 ++++++++--------- .../Test/baseResults/hlsl.rw.bracket.frag.out | 412 +-- .../hlsl.rw.scalar.bracket.frag.out | 412 +-- .../baseResults/hlsl.rw.vec2.bracket.frag.out | 412 +-- .../baseResults/hlsl.stringtoken.frag.out | 4 +- .../Test/baseResults/hlsl.struct.frag.out | 4 +- .../baseResults/hlsl.structIoFourWay.frag.out | 48 +- .../Test/baseResults/hlsl.this.frag.out | 378 +++ .../Test/baseResults/hlsl.tx.bracket.frag.out | 116 +- .../baseResults/hlsl.typeGraphCopy.vert.out | 12 +- .../glslang/Test/baseResults/spv.450.geom.out | 67 + .../baseResults/spv.450.noRedecl.tesc.out | 49 + .../spv.multiviewPerViewAttributes.tesc.out | 3 +- .../spv.stereoViewRendering.tesc.out | 52 +- 3rdparty/glslang/Test/hlsl.amend.frag | 2 +- .../glslang/Test/hlsl.emptystructreturn.frag | 13 + .../glslang/Test/hlsl.emptystructreturn.vert | 13 + .../Test/hlsl.nonstaticMemberFunction.frag | 35 + 3rdparty/glslang/Test/hlsl.this.frag | 29 + 3rdparty/glslang/Test/spv.450.geom | 12 + 3rdparty/glslang/Test/spv.450.noRedecl.tesc | 10 + 3rdparty/glslang/glslang/Include/Types.h | 4 +- 3rdparty/glslang/glslang/Include/revision.h | 4 +- .../glslang/MachineIndependent/Initialize.cpp | 52 +- .../MachineIndependent/ParseContextBase.cpp | 44 +- .../glslang/MachineIndependent/ParseHelper.h | 9 +- .../MachineIndependent/SymbolTable.cpp | 5 +- .../glslang/MachineIndependent/SymbolTable.h | 70 +- .../MachineIndependent/localintermediate.h | 2 + 3rdparty/glslang/gtests/Hlsl.FromFile.cpp | 4 + 3rdparty/glslang/gtests/Spv.FromFile.cpp | 2 + 3rdparty/glslang/hlsl/hlslAttributes.h | 2 + 3rdparty/glslang/hlsl/hlslGrammar.cpp | 186 +- 3rdparty/glslang/hlsl/hlslGrammar.h | 10 +- 3rdparty/glslang/hlsl/hlslParseHelper.cpp | 99 +- 3rdparty/glslang/hlsl/hlslParseHelper.h | 33 +- 3rdparty/glslang/hlsl/hlslParseables.cpp | 612 ++-- 3rdparty/glslang/hlsl/hlslScanContext.cpp | 3 +- 3rdparty/glslang/hlsl/hlslScanContext.h | 3 +- 3rdparty/glslang/hlsl/hlslTokens.h | 1 + 85 files changed, 6925 insertions(+), 5465 deletions(-) create mode 100644 3rdparty/glslang/Test/baseResults/hlsl.emptystructreturn.frag.out create mode 100644 3rdparty/glslang/Test/baseResults/hlsl.emptystructreturn.vert.out create mode 100755 3rdparty/glslang/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out create mode 100755 3rdparty/glslang/Test/baseResults/hlsl.this.frag.out create mode 100755 3rdparty/glslang/Test/baseResults/spv.450.geom.out create mode 100755 3rdparty/glslang/Test/baseResults/spv.450.noRedecl.tesc.out create mode 100644 3rdparty/glslang/Test/hlsl.emptystructreturn.frag create mode 100644 3rdparty/glslang/Test/hlsl.emptystructreturn.vert create mode 100755 3rdparty/glslang/Test/hlsl.nonstaticMemberFunction.frag create mode 100755 3rdparty/glslang/Test/hlsl.this.frag create mode 100644 3rdparty/glslang/Test/spv.450.geom create mode 100644 3rdparty/glslang/Test/spv.450.noRedecl.tesc diff --git a/3rdparty/glslang/SPIRV/GlslangToSpv.cpp b/3rdparty/glslang/SPIRV/GlslangToSpv.cpp index 9f272ee5e..cdfb309b1 100755 --- a/3rdparty/glslang/SPIRV/GlslangToSpv.cpp +++ b/3rdparty/glslang/SPIRV/GlslangToSpv.cpp @@ -129,6 +129,7 @@ protected: void convertSwizzle(const glslang::TIntermAggregate&, std::vector& 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 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; diff --git a/3rdparty/glslang/SPIRV/spvIR.h b/3rdparty/glslang/SPIRV/spvIR.h index 8cfef9e14..ce8b4b8a0 100755 --- a/3rdparty/glslang/SPIRV/spvIR.h +++ b/3rdparty/glslang/SPIRV/spvIR.h @@ -273,6 +273,10 @@ public: const std::vector& getBlocks() const { return blocks; } void addLocalVariable(std::unique_ptr inst); Id getReturnType() const { return functionInstruction.getTypeId(); } + + void setImplicitThis() { implicitThis = true; } + bool hasImplicitThis() const { return implicitThis; } + void dump(std::vector& out) const { // OpFunction @@ -296,6 +300,7 @@ protected: Instruction functionInstruction; std::vector parameterInstructions; std::vector 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); diff --git a/3rdparty/glslang/Test/baseResults/hlsl.amend.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.amend.frag.out index 8d5b2d1b7..a93643e55 100755 --- a/3rdparty/glslang/Test/baseResults/hlsl.amend.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.amend.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.array.flatten.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.array.flatten.frag.out index ad1b445d2..1beb71f4b 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.array.flatten.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.array.flatten.frag.out @@ -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) diff --git a/3rdparty/glslang/Test/baseResults/hlsl.array.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.array.frag.out index 12fcda605..58fa07773 100755 --- a/3rdparty/glslang/Test/baseResults/hlsl.array.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.array.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.array.multidim.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.array.multidim.frag.out index 66f6f5481..e13399e4f 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.array.multidim.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.array.multidim.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.attribute.expression.comp.out b/3rdparty/glslang/Test/baseResults/hlsl.attribute.expression.comp.out index d3c51a899..bd4e96ba3 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.attribute.expression.comp.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.attribute.expression.comp.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.comparison.vec.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.comparison.vec.frag.out index 70cc0bcac..dacdb7717 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.comparison.vec.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.comparison.vec.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.emptystructreturn.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.emptystructreturn.frag.out new file mode 100644 index 000000000..e0da98521 --- /dev/null +++ b/3rdparty/glslang/Test/baseResults/hlsl.emptystructreturn.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.emptystructreturn.vert.out b/3rdparty/glslang/Test/baseResults/hlsl.emptystructreturn.vert.out new file mode 100644 index 000000000..ff8935246 --- /dev/null +++ b/3rdparty/glslang/Test/baseResults/hlsl.emptystructreturn.vert.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.entry.rename.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.entry.rename.frag.out index fd84b0fd5..293592f85 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.entry.rename.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.entry.rename.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.float4.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.float4.frag.out index c298b0103..d14de7b2d 100755 --- a/3rdparty/glslang/Test/baseResults/hlsl.float4.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.float4.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out index 29b9895c3..c918d9917 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out index b691d1467..7bd005a7e 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out index c5fce03a0..1d3fe467d 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out @@ -12,12 +12,12 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp sampler2D) 0:46 'g_tTex2df4' ( uniform texture2D) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 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, uniform 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) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:46 Constant: @@ -29,12 +29,12 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp isampler2D) 0:47 'g_tTex2di4' ( uniform itexture2D) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) -0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 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, uniform 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 1 (const uint) -0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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) 0:47 Constant: @@ -46,12 +46,12 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler ( temp usampler2D) 0:48 'g_tTex2du4' ( uniform utexture2D) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) -0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 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, uniform 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 1 (const uint) -0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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) 0:48 Constant: @@ -63,25 +63,25 @@ gl_FragCoord origin is upper left 0:50 Construct combined texture-sampler ( temp sampler2D) 0:50 'g_tTex2df4' ( uniform texture2D) 0:50 'g_sSamp' (layout( binding=0) uniform sampler) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 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, uniform 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) 0:50 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:50 Constant: @@ -93,25 +93,25 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp isampler2D) 0:51 'g_tTex2di4' ( uniform itexture2D) 0:51 'g_sSamp' (layout( binding=0) uniform sampler) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:51 Constant: @@ -123,25 +123,25 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler ( temp usampler2D) 0:52 'g_tTex2du4' ( uniform utexture2D) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:52 Constant: @@ -153,12 +153,12 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp sampler2D) 0:62 'g_tTex2df4' ( uniform texture2D) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:62 Constant: @@ -170,12 +170,12 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler ( temp isampler2D) 0:63 'g_tTex2di4' ( uniform itexture2D) 0:63 'g_sSamp' (layout( binding=0) uniform sampler) -0:63 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) -0:63 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:63 Constant: @@ -187,12 +187,12 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler ( temp usampler2D) 0:64 'g_tTex2du4' ( uniform utexture2D) 0:64 'g_sSamp' (layout( binding=0) uniform sampler) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) -0:64 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:64 Constant: @@ -204,25 +204,25 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler ( temp sampler2D) 0:66 'g_tTex2df4' ( uniform texture2D) 0:66 'g_sSamp' (layout( binding=0) uniform sampler) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) 0:66 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:66 Constant: @@ -234,25 +234,25 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler ( temp isampler2D) 0:67 'g_tTex2di4' ( uniform itexture2D) 0:67 'g_sSamp' (layout( binding=0) uniform sampler) -0:67 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) 0:67 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:67 Constant: @@ -264,25 +264,25 @@ gl_FragCoord origin is upper left 0:68 Construct combined texture-sampler ( temp usampler2D) 0:68 'g_tTex2du4' ( uniform utexture2D) 0:68 'g_sSamp' (layout( binding=0) uniform sampler) -0:68 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 c2: direct index for structure ( uniform 2-component vector of float) +0:68 '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, uniform 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 1 (const uint) 0:68 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 '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, uniform 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 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 '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, uniform 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 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 '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, uniform 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 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 '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, uniform 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 5 (const uint) 0:68 Constant: @@ -294,12 +294,12 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler ( temp sampler2D) 0:78 'g_tTex2df4' ( uniform texture2D) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:78 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 c2: direct index for structure ( uniform 2-component vector of float) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 1 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: @@ -311,12 +311,12 @@ gl_FragCoord origin is upper left 0:79 Construct combined texture-sampler ( temp isampler2D) 0:79 'g_tTex2di4' ( uniform itexture2D) 0:79 'g_sSamp' (layout( binding=0) uniform sampler) -0:79 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:79 c2: direct index for structure ( uniform 2-component vector of float) +0:79 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:79 Constant: 0:79 1 (const uint) -0:79 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:79 o2: direct index for structure ( uniform 2-component vector of int) +0:79 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:79 Constant: 0:79 5 (const uint) 0:79 Constant: @@ -328,12 +328,12 @@ gl_FragCoord origin is upper left 0:80 Construct combined texture-sampler ( temp usampler2D) 0:80 'g_tTex2du4' ( uniform utexture2D) 0:80 'g_sSamp' (layout( binding=0) uniform sampler) -0:80 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:80 c2: direct index for structure ( uniform 2-component vector of float) +0:80 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:80 Constant: 0:80 1 (const uint) -0:80 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:80 o2: direct index for structure ( uniform 2-component vector of int) +0:80 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:80 Constant: 0:80 5 (const uint) 0:80 Constant: @@ -345,25 +345,25 @@ gl_FragCoord origin is upper left 0:82 Construct combined texture-sampler ( temp sampler2D) 0:82 'g_tTex2df4' ( uniform texture2D) 0:82 'g_sSamp' (layout( binding=0) uniform sampler) -0:82 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 c2: direct index for structure ( uniform 2-component vector of float) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 1 (const uint) 0:82 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) 0:82 Constant: @@ -375,25 +375,25 @@ gl_FragCoord origin is upper left 0:83 Construct combined texture-sampler ( temp isampler2D) 0:83 'g_tTex2di4' ( uniform itexture2D) 0:83 'g_sSamp' (layout( binding=0) uniform sampler) -0:83 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 c2: direct index for structure ( uniform 2-component vector of float) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 1 (const uint) 0:83 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) 0:83 Constant: @@ -405,25 +405,25 @@ gl_FragCoord origin is upper left 0:84 Construct combined texture-sampler ( temp usampler2D) 0:84 'g_tTex2du4' ( uniform utexture2D) 0:84 'g_sSamp' (layout( binding=0) uniform sampler) -0:84 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 c2: direct index for structure ( uniform 2-component vector of float) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 1 (const uint) 0:84 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) 0:84 Constant: @@ -435,12 +435,12 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler ( temp sampler2D) 0:94 'g_tTex2df4' ( uniform texture2D) 0:94 'g_sSamp' (layout( binding=0) uniform sampler) -0:94 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 c2: direct index for structure ( uniform 2-component vector of float) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 1 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: @@ -452,12 +452,12 @@ gl_FragCoord origin is upper left 0:95 Construct combined texture-sampler ( temp isampler2D) 0:95 'g_tTex2di4' ( uniform itexture2D) 0:95 'g_sSamp' (layout( binding=0) uniform sampler) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:95 c2: direct index for structure ( uniform 2-component vector of float) +0:95 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:95 Constant: 0:95 1 (const uint) -0:95 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:95 o2: direct index for structure ( uniform 2-component vector of int) +0:95 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:95 Constant: 0:95 5 (const uint) 0:95 Constant: @@ -469,12 +469,12 @@ gl_FragCoord origin is upper left 0:96 Construct combined texture-sampler ( temp usampler2D) 0:96 'g_tTex2du4' ( uniform utexture2D) 0:96 'g_sSamp' (layout( binding=0) uniform sampler) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:96 c2: direct index for structure ( uniform 2-component vector of float) +0:96 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:96 Constant: 0:96 1 (const uint) -0:96 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:96 o2: direct index for structure ( uniform 2-component vector of int) +0:96 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:96 Constant: 0:96 5 (const uint) 0:96 Constant: @@ -486,25 +486,25 @@ gl_FragCoord origin is upper left 0:98 Construct combined texture-sampler ( temp sampler2D) 0:98 'g_tTex2df4' ( uniform texture2D) 0:98 'g_sSamp' (layout( binding=0) uniform sampler) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 c2: direct index for structure ( uniform 2-component vector of float) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 1 (const uint) 0:98 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) 0:98 Constant: @@ -516,25 +516,25 @@ gl_FragCoord origin is upper left 0:99 Construct combined texture-sampler ( temp isampler2D) 0:99 'g_tTex2di4' ( uniform itexture2D) 0:99 'g_sSamp' (layout( binding=0) uniform sampler) -0:99 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 c2: direct index for structure ( uniform 2-component vector of float) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 1 (const uint) 0:99 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) 0:99 Constant: @@ -546,25 +546,25 @@ gl_FragCoord origin is upper left 0:100 Construct combined texture-sampler ( temp usampler2D) 0:100 'g_tTex2du4' ( uniform utexture2D) 0:100 'g_sSamp' (layout( binding=0) uniform sampler) -0:100 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 c2: direct index for structure ( uniform 2-component vector of float) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 1 (const uint) 0:100 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) 0:100 Constant: @@ -623,9 +623,9 @@ 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, uniform 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component 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: @@ -644,12 +644,12 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp sampler2D) 0:46 'g_tTex2df4' ( uniform texture2D) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 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, uniform 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) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:46 Constant: @@ -661,12 +661,12 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp isampler2D) 0:47 'g_tTex2di4' ( uniform itexture2D) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) -0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 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, uniform 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 1 (const uint) -0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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) 0:47 Constant: @@ -678,12 +678,12 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler ( temp usampler2D) 0:48 'g_tTex2du4' ( uniform utexture2D) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) -0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 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, uniform 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 1 (const uint) -0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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) 0:48 Constant: @@ -695,25 +695,25 @@ gl_FragCoord origin is upper left 0:50 Construct combined texture-sampler ( temp sampler2D) 0:50 'g_tTex2df4' ( uniform texture2D) 0:50 'g_sSamp' (layout( binding=0) uniform sampler) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 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, uniform 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) 0:50 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:50 Constant: @@ -725,25 +725,25 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp isampler2D) 0:51 'g_tTex2di4' ( uniform itexture2D) 0:51 'g_sSamp' (layout( binding=0) uniform sampler) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:51 Constant: @@ -755,25 +755,25 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler ( temp usampler2D) 0:52 'g_tTex2du4' ( uniform utexture2D) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:52 Constant: @@ -785,12 +785,12 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp sampler2D) 0:62 'g_tTex2df4' ( uniform texture2D) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:62 Constant: @@ -802,12 +802,12 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler ( temp isampler2D) 0:63 'g_tTex2di4' ( uniform itexture2D) 0:63 'g_sSamp' (layout( binding=0) uniform sampler) -0:63 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) -0:63 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:63 Constant: @@ -819,12 +819,12 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler ( temp usampler2D) 0:64 'g_tTex2du4' ( uniform utexture2D) 0:64 'g_sSamp' (layout( binding=0) uniform sampler) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) -0:64 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:64 Constant: @@ -836,25 +836,25 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler ( temp sampler2D) 0:66 'g_tTex2df4' ( uniform texture2D) 0:66 'g_sSamp' (layout( binding=0) uniform sampler) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) 0:66 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:66 Constant: @@ -866,25 +866,25 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler ( temp isampler2D) 0:67 'g_tTex2di4' ( uniform itexture2D) 0:67 'g_sSamp' (layout( binding=0) uniform sampler) -0:67 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 c2: direct index for structure ( uniform 2-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, uniform 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 1 (const uint) 0:67 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:67 Constant: @@ -896,25 +896,25 @@ gl_FragCoord origin is upper left 0:68 Construct combined texture-sampler ( temp usampler2D) 0:68 'g_tTex2du4' ( uniform utexture2D) 0:68 'g_sSamp' (layout( binding=0) uniform sampler) -0:68 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 c2: direct index for structure ( uniform 2-component vector of float) +0:68 '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, uniform 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 1 (const uint) 0:68 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 '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, uniform 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 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 '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, uniform 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 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 '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, uniform 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 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 '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, uniform 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 5 (const uint) 0:68 Constant: @@ -926,12 +926,12 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler ( temp sampler2D) 0:78 'g_tTex2df4' ( uniform texture2D) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:78 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 c2: direct index for structure ( uniform 2-component vector of float) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 1 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: @@ -943,12 +943,12 @@ gl_FragCoord origin is upper left 0:79 Construct combined texture-sampler ( temp isampler2D) 0:79 'g_tTex2di4' ( uniform itexture2D) 0:79 'g_sSamp' (layout( binding=0) uniform sampler) -0:79 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:79 c2: direct index for structure ( uniform 2-component vector of float) +0:79 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:79 Constant: 0:79 1 (const uint) -0:79 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:79 o2: direct index for structure ( uniform 2-component vector of int) +0:79 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:79 Constant: 0:79 5 (const uint) 0:79 Constant: @@ -960,12 +960,12 @@ gl_FragCoord origin is upper left 0:80 Construct combined texture-sampler ( temp usampler2D) 0:80 'g_tTex2du4' ( uniform utexture2D) 0:80 'g_sSamp' (layout( binding=0) uniform sampler) -0:80 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:80 c2: direct index for structure ( uniform 2-component vector of float) +0:80 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:80 Constant: 0:80 1 (const uint) -0:80 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:80 o2: direct index for structure ( uniform 2-component vector of int) +0:80 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:80 Constant: 0:80 5 (const uint) 0:80 Constant: @@ -977,25 +977,25 @@ gl_FragCoord origin is upper left 0:82 Construct combined texture-sampler ( temp sampler2D) 0:82 'g_tTex2df4' ( uniform texture2D) 0:82 'g_sSamp' (layout( binding=0) uniform sampler) -0:82 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 c2: direct index for structure ( uniform 2-component vector of float) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 1 (const uint) 0:82 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) 0:82 Constant: @@ -1007,25 +1007,25 @@ gl_FragCoord origin is upper left 0:83 Construct combined texture-sampler ( temp isampler2D) 0:83 'g_tTex2di4' ( uniform itexture2D) 0:83 'g_sSamp' (layout( binding=0) uniform sampler) -0:83 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 c2: direct index for structure ( uniform 2-component vector of float) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 1 (const uint) 0:83 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) 0:83 Constant: @@ -1037,25 +1037,25 @@ gl_FragCoord origin is upper left 0:84 Construct combined texture-sampler ( temp usampler2D) 0:84 'g_tTex2du4' ( uniform utexture2D) 0:84 'g_sSamp' (layout( binding=0) uniform sampler) -0:84 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 c2: direct index for structure ( uniform 2-component vector of float) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 1 (const uint) 0:84 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) 0:84 Constant: @@ -1067,12 +1067,12 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler ( temp sampler2D) 0:94 'g_tTex2df4' ( uniform texture2D) 0:94 'g_sSamp' (layout( binding=0) uniform sampler) -0:94 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 c2: direct index for structure ( uniform 2-component vector of float) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 1 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: @@ -1084,12 +1084,12 @@ gl_FragCoord origin is upper left 0:95 Construct combined texture-sampler ( temp isampler2D) 0:95 'g_tTex2di4' ( uniform itexture2D) 0:95 'g_sSamp' (layout( binding=0) uniform sampler) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:95 c2: direct index for structure ( uniform 2-component vector of float) +0:95 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:95 Constant: 0:95 1 (const uint) -0:95 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:95 o2: direct index for structure ( uniform 2-component vector of int) +0:95 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:95 Constant: 0:95 5 (const uint) 0:95 Constant: @@ -1101,12 +1101,12 @@ gl_FragCoord origin is upper left 0:96 Construct combined texture-sampler ( temp usampler2D) 0:96 'g_tTex2du4' ( uniform utexture2D) 0:96 'g_sSamp' (layout( binding=0) uniform sampler) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:96 c2: direct index for structure ( uniform 2-component vector of float) +0:96 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:96 Constant: 0:96 1 (const uint) -0:96 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:96 o2: direct index for structure ( uniform 2-component vector of int) +0:96 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:96 Constant: 0:96 5 (const uint) 0:96 Constant: @@ -1118,25 +1118,25 @@ gl_FragCoord origin is upper left 0:98 Construct combined texture-sampler ( temp sampler2D) 0:98 'g_tTex2df4' ( uniform texture2D) 0:98 'g_sSamp' (layout( binding=0) uniform sampler) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 c2: direct index for structure ( uniform 2-component vector of float) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 1 (const uint) 0:98 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) 0:98 Constant: @@ -1148,25 +1148,25 @@ gl_FragCoord origin is upper left 0:99 Construct combined texture-sampler ( temp isampler2D) 0:99 'g_tTex2di4' ( uniform itexture2D) 0:99 'g_sSamp' (layout( binding=0) uniform sampler) -0:99 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 c2: direct index for structure ( uniform 2-component vector of float) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 1 (const uint) 0:99 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) 0:99 Constant: @@ -1178,25 +1178,25 @@ gl_FragCoord origin is upper left 0:100 Construct combined texture-sampler ( temp usampler2D) 0:100 'g_tTex2du4' ( uniform utexture2D) 0:100 'g_sSamp' (layout( binding=0) uniform sampler) -0:100 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 c2: direct index for structure ( uniform 2-component vector of float) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 1 (const uint) 0:100 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) 0:100 Constant: @@ -1255,9 +1255,9 @@ 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, uniform 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component 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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out index d12f35b93..86e0a9965 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out @@ -12,12 +12,12 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler ( temp sampler2DArray) 0:40 'g_tTex2df4a' ( uniform texture2DArray) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:40 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:40 c3: direct index for structure ( uniform 3-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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:40 Constant: 0:40 2 (const uint) -0:40 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:40 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:40 Constant: 0:40 5 (const uint) 0:40 Constant: @@ -29,12 +29,12 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler ( temp isampler2DArray) 0:41 'g_tTex2di4a' ( uniform itexture2DArray) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:41 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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:41 Constant: 0:41 2 (const uint) -0:41 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:41 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:41 Constant: 0:41 5 (const uint) 0:41 Constant: @@ -46,12 +46,12 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler ( temp usampler2DArray) 0:42 'g_tTex2du4a' ( uniform utexture2DArray) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 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, uniform 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:42 Constant: @@ -63,25 +63,25 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp sampler2DArray) 0:44 'g_tTex2df4a' ( uniform texture2DArray) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c3: direct index for structure ( uniform 3-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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:44 Constant: @@ -93,25 +93,25 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp isampler2DArray) 0:45 'g_tTex2di4a' ( uniform itexture2DArray) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 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, uniform 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 2 (const uint) 0:45 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:45 Constant: @@ -123,25 +123,25 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp usampler2DArray) 0:46 'g_tTex2du4a' ( uniform utexture2DArray) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 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, uniform 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 2 (const uint) 0:46 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:46 Constant: @@ -153,12 +153,12 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler ( temp sampler2DArray) 0:56 'g_tTex2df4a' ( uniform texture2DArray) 0:56 'g_sSamp' (layout( binding=0) uniform sampler) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-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, uniform 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:56 Constant: @@ -170,12 +170,12 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler ( temp isampler2DArray) 0:57 'g_tTex2di4a' ( uniform itexture2DArray) 0:57 'g_sSamp' (layout( binding=0) uniform sampler) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 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, uniform 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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) 0:57 Constant: @@ -187,12 +187,12 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler ( temp usampler2DArray) 0:58 'g_tTex2du4a' ( uniform utexture2DArray) 0:58 'g_sSamp' (layout( binding=0) uniform sampler) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 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, uniform 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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) 0:58 Constant: @@ -204,25 +204,25 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler ( temp sampler2DArray) 0:60 'g_tTex2df4a' ( uniform texture2DArray) 0:60 'g_sSamp' (layout( binding=0) uniform sampler) -0:60 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 c3: direct index for structure ( uniform 3-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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 2 (const uint) 0:60 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) 0:60 Constant: @@ -234,25 +234,25 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler ( temp isampler2DArray) 0:61 'g_tTex2di4a' ( uniform itexture2DArray) 0:61 'g_sSamp' (layout( binding=0) uniform sampler) -0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:61 Constant: @@ -264,25 +264,25 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp usampler2DArray) 0:62 'g_tTex2du4a' ( uniform utexture2DArray) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:62 Constant: @@ -294,12 +294,12 @@ gl_FragCoord origin is upper left 0:72 Construct combined texture-sampler ( temp sampler2DArray) 0:72 'g_tTex2df4a' ( uniform texture2DArray) 0:72 'g_sSamp' (layout( binding=0) uniform sampler) -0:72 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:72 c3: direct index for structure ( uniform 3-component vector of float) +0:72 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:72 Constant: 0:72 2 (const uint) -0:72 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:72 o2: direct index for structure ( uniform 2-component vector of int) +0:72 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:72 Constant: 0:72 5 (const uint) 0:72 Constant: @@ -311,12 +311,12 @@ gl_FragCoord origin is upper left 0:73 Construct combined texture-sampler ( temp isampler2DArray) 0:73 'g_tTex2di4a' ( uniform itexture2DArray) 0:73 'g_sSamp' (layout( binding=0) uniform sampler) -0:73 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:73 c3: direct index for structure ( uniform 3-component vector of float) +0:73 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:73 Constant: 0:73 2 (const uint) -0:73 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:73 o2: direct index for structure ( uniform 2-component vector of int) +0:73 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:73 Constant: 0:73 5 (const uint) 0:73 Constant: @@ -328,12 +328,12 @@ gl_FragCoord origin is upper left 0:74 Construct combined texture-sampler ( temp usampler2DArray) 0:74 'g_tTex2du4a' ( uniform utexture2DArray) 0:74 'g_sSamp' (layout( binding=0) uniform sampler) -0:74 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:74 c3: direct index for structure ( uniform 3-component vector of float) +0:74 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:74 Constant: 0:74 2 (const uint) -0:74 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:74 o2: direct index for structure ( uniform 2-component vector of int) +0:74 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:74 Constant: 0:74 5 (const uint) 0:74 Constant: @@ -345,25 +345,25 @@ gl_FragCoord origin is upper left 0:76 Construct combined texture-sampler ( temp sampler2DArray) 0:76 'g_tTex2df4a' ( uniform texture2DArray) 0:76 'g_sSamp' (layout( binding=0) uniform sampler) -0:76 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 c3: direct index for structure ( uniform 3-component vector of float) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 2 (const uint) 0:76 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) 0:76 Constant: @@ -375,25 +375,25 @@ gl_FragCoord origin is upper left 0:77 Construct combined texture-sampler ( temp isampler2DArray) 0:77 'g_tTex2di4a' ( uniform itexture2DArray) 0:77 'g_sSamp' (layout( binding=0) uniform sampler) -0:77 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 c3: direct index for structure ( uniform 3-component vector of float) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 2 (const uint) 0:77 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) 0:77 Constant: @@ -405,25 +405,25 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler ( temp usampler2DArray) 0:78 'g_tTex2du4a' ( uniform utexture2DArray) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:78 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 c3: direct index for structure ( uniform 3-component vector of float) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 2 (const uint) 0:78 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: @@ -435,12 +435,12 @@ gl_FragCoord origin is upper left 0:88 Construct combined texture-sampler ( temp sampler2DArray) 0:88 'g_tTex2df4a' ( uniform texture2DArray) 0:88 'g_sSamp' (layout( binding=0) uniform sampler) -0:88 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:88 c3: direct index for structure ( uniform 3-component vector of float) +0:88 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:88 Constant: 0:88 2 (const uint) -0:88 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:88 o2: direct index for structure ( uniform 2-component vector of int) +0:88 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:88 Constant: 0:88 5 (const uint) 0:88 Constant: @@ -452,12 +452,12 @@ gl_FragCoord origin is upper left 0:89 Construct combined texture-sampler ( temp isampler2DArray) 0:89 'g_tTex2di4a' ( uniform itexture2DArray) 0:89 'g_sSamp' (layout( binding=0) uniform sampler) -0:89 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:89 c3: direct index for structure ( uniform 3-component vector of float) +0:89 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:89 Constant: 0:89 2 (const uint) -0:89 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:89 o2: direct index for structure ( uniform 2-component vector of int) +0:89 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:89 Constant: 0:89 5 (const uint) 0:89 Constant: @@ -469,12 +469,12 @@ gl_FragCoord origin is upper left 0:90 Construct combined texture-sampler ( temp usampler2DArray) 0:90 'g_tTex2du4a' ( uniform utexture2DArray) 0:90 'g_sSamp' (layout( binding=0) uniform sampler) -0:90 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:90 c3: direct index for structure ( uniform 3-component vector of float) +0:90 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:90 Constant: 0:90 2 (const uint) -0:90 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:90 o2: direct index for structure ( uniform 2-component vector of int) +0:90 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:90 Constant: 0:90 5 (const uint) 0:90 Constant: @@ -486,25 +486,25 @@ gl_FragCoord origin is upper left 0:92 Construct combined texture-sampler ( temp sampler2DArray) 0:92 'g_tTex2df4a' ( uniform texture2DArray) 0:92 'g_sSamp' (layout( binding=0) uniform sampler) -0:92 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 c3: direct index for structure ( uniform 3-component vector of float) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 2 (const uint) 0:92 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) 0:92 Constant: @@ -516,25 +516,25 @@ gl_FragCoord origin is upper left 0:93 Construct combined texture-sampler ( temp isampler2DArray) 0:93 'g_tTex2di4a' ( uniform itexture2DArray) 0:93 'g_sSamp' (layout( binding=0) uniform sampler) -0:93 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 c3: direct index for structure ( uniform 3-component vector of float) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 2 (const uint) 0:93 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) 0:93 Constant: @@ -546,25 +546,25 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler ( temp usampler2DArray) 0:94 'g_tTex2du4a' ( uniform utexture2DArray) 0:94 'g_sSamp' (layout( binding=0) uniform sampler) -0:94 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 c3: direct index for structure ( uniform 3-component vector of float) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 2 (const uint) 0:94 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: @@ -619,9 +619,9 @@ 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, uniform 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component 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: @@ -640,12 +640,12 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler ( temp sampler2DArray) 0:40 'g_tTex2df4a' ( uniform texture2DArray) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:40 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:40 c3: direct index for structure ( uniform 3-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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:40 Constant: 0:40 2 (const uint) -0:40 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:40 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:40 Constant: 0:40 5 (const uint) 0:40 Constant: @@ -657,12 +657,12 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler ( temp isampler2DArray) 0:41 'g_tTex2di4a' ( uniform itexture2DArray) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:41 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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:41 Constant: 0:41 2 (const uint) -0:41 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:41 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:41 Constant: 0:41 5 (const uint) 0:41 Constant: @@ -674,12 +674,12 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler ( temp usampler2DArray) 0:42 'g_tTex2du4a' ( uniform utexture2DArray) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 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, uniform 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:42 Constant: @@ -691,25 +691,25 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp sampler2DArray) 0:44 'g_tTex2df4a' ( uniform texture2DArray) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c3: direct index for structure ( uniform 3-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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:44 Constant: @@ -721,25 +721,25 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp isampler2DArray) 0:45 'g_tTex2di4a' ( uniform itexture2DArray) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 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, uniform 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 2 (const uint) 0:45 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:45 Constant: @@ -751,25 +751,25 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp usampler2DArray) 0:46 'g_tTex2du4a' ( uniform utexture2DArray) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 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, uniform 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 2 (const uint) 0:46 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:46 Constant: @@ -781,12 +781,12 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler ( temp sampler2DArray) 0:56 'g_tTex2df4a' ( uniform texture2DArray) 0:56 'g_sSamp' (layout( binding=0) uniform sampler) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-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, uniform 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:56 Constant: @@ -798,12 +798,12 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler ( temp isampler2DArray) 0:57 'g_tTex2di4a' ( uniform itexture2DArray) 0:57 'g_sSamp' (layout( binding=0) uniform sampler) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 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, uniform 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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) 0:57 Constant: @@ -815,12 +815,12 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler ( temp usampler2DArray) 0:58 'g_tTex2du4a' ( uniform utexture2DArray) 0:58 'g_sSamp' (layout( binding=0) uniform sampler) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 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, uniform 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 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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) 0:58 Constant: @@ -832,25 +832,25 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler ( temp sampler2DArray) 0:60 'g_tTex2df4a' ( uniform texture2DArray) 0:60 'g_sSamp' (layout( binding=0) uniform sampler) -0:60 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 c3: direct index for structure ( uniform 3-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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 2 (const uint) 0:60 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) 0:60 Constant: @@ -862,25 +862,25 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler ( temp isampler2DArray) 0:61 'g_tTex2di4a' ( uniform itexture2DArray) 0:61 'g_sSamp' (layout( binding=0) uniform sampler) -0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:61 Constant: @@ -892,25 +892,25 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp usampler2DArray) 0:62 'g_tTex2du4a' ( uniform utexture2DArray) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 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, uniform 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 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +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, uniform 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 5 (const uint) 0:62 Constant: @@ -922,12 +922,12 @@ gl_FragCoord origin is upper left 0:72 Construct combined texture-sampler ( temp sampler2DArray) 0:72 'g_tTex2df4a' ( uniform texture2DArray) 0:72 'g_sSamp' (layout( binding=0) uniform sampler) -0:72 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:72 c3: direct index for structure ( uniform 3-component vector of float) +0:72 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:72 Constant: 0:72 2 (const uint) -0:72 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:72 o2: direct index for structure ( uniform 2-component vector of int) +0:72 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:72 Constant: 0:72 5 (const uint) 0:72 Constant: @@ -939,12 +939,12 @@ gl_FragCoord origin is upper left 0:73 Construct combined texture-sampler ( temp isampler2DArray) 0:73 'g_tTex2di4a' ( uniform itexture2DArray) 0:73 'g_sSamp' (layout( binding=0) uniform sampler) -0:73 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:73 c3: direct index for structure ( uniform 3-component vector of float) +0:73 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:73 Constant: 0:73 2 (const uint) -0:73 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:73 o2: direct index for structure ( uniform 2-component vector of int) +0:73 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:73 Constant: 0:73 5 (const uint) 0:73 Constant: @@ -956,12 +956,12 @@ gl_FragCoord origin is upper left 0:74 Construct combined texture-sampler ( temp usampler2DArray) 0:74 'g_tTex2du4a' ( uniform utexture2DArray) 0:74 'g_sSamp' (layout( binding=0) uniform sampler) -0:74 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:74 c3: direct index for structure ( uniform 3-component vector of float) +0:74 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:74 Constant: 0:74 2 (const uint) -0:74 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:74 o2: direct index for structure ( uniform 2-component vector of int) +0:74 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:74 Constant: 0:74 5 (const uint) 0:74 Constant: @@ -973,25 +973,25 @@ gl_FragCoord origin is upper left 0:76 Construct combined texture-sampler ( temp sampler2DArray) 0:76 'g_tTex2df4a' ( uniform texture2DArray) 0:76 'g_sSamp' (layout( binding=0) uniform sampler) -0:76 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 c3: direct index for structure ( uniform 3-component vector of float) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 2 (const uint) 0:76 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) 0:76 Constant: @@ -1003,25 +1003,25 @@ gl_FragCoord origin is upper left 0:77 Construct combined texture-sampler ( temp isampler2DArray) 0:77 'g_tTex2di4a' ( uniform itexture2DArray) 0:77 'g_sSamp' (layout( binding=0) uniform sampler) -0:77 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 c3: direct index for structure ( uniform 3-component vector of float) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 2 (const uint) 0:77 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) 0:77 Constant: @@ -1033,25 +1033,25 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler ( temp usampler2DArray) 0:78 'g_tTex2du4a' ( uniform utexture2DArray) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:78 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 c3: direct index for structure ( uniform 3-component vector of float) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 2 (const uint) 0:78 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: @@ -1063,12 +1063,12 @@ gl_FragCoord origin is upper left 0:88 Construct combined texture-sampler ( temp sampler2DArray) 0:88 'g_tTex2df4a' ( uniform texture2DArray) 0:88 'g_sSamp' (layout( binding=0) uniform sampler) -0:88 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:88 c3: direct index for structure ( uniform 3-component vector of float) +0:88 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:88 Constant: 0:88 2 (const uint) -0:88 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:88 o2: direct index for structure ( uniform 2-component vector of int) +0:88 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:88 Constant: 0:88 5 (const uint) 0:88 Constant: @@ -1080,12 +1080,12 @@ gl_FragCoord origin is upper left 0:89 Construct combined texture-sampler ( temp isampler2DArray) 0:89 'g_tTex2di4a' ( uniform itexture2DArray) 0:89 'g_sSamp' (layout( binding=0) uniform sampler) -0:89 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:89 c3: direct index for structure ( uniform 3-component vector of float) +0:89 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:89 Constant: 0:89 2 (const uint) -0:89 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:89 o2: direct index for structure ( uniform 2-component vector of int) +0:89 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:89 Constant: 0:89 5 (const uint) 0:89 Constant: @@ -1097,12 +1097,12 @@ gl_FragCoord origin is upper left 0:90 Construct combined texture-sampler ( temp usampler2DArray) 0:90 'g_tTex2du4a' ( uniform utexture2DArray) 0:90 'g_sSamp' (layout( binding=0) uniform sampler) -0:90 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:90 c3: direct index for structure ( uniform 3-component vector of float) +0:90 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:90 Constant: 0:90 2 (const uint) -0:90 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:90 o2: direct index for structure ( uniform 2-component vector of int) +0:90 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:90 Constant: 0:90 5 (const uint) 0:90 Constant: @@ -1114,25 +1114,25 @@ gl_FragCoord origin is upper left 0:92 Construct combined texture-sampler ( temp sampler2DArray) 0:92 'g_tTex2df4a' ( uniform texture2DArray) 0:92 'g_sSamp' (layout( binding=0) uniform sampler) -0:92 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 c3: direct index for structure ( uniform 3-component vector of float) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 2 (const uint) 0:92 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) 0:92 Constant: @@ -1144,25 +1144,25 @@ gl_FragCoord origin is upper left 0:93 Construct combined texture-sampler ( temp isampler2DArray) 0:93 'g_tTex2di4a' ( uniform itexture2DArray) 0:93 'g_sSamp' (layout( binding=0) uniform sampler) -0:93 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 c3: direct index for structure ( uniform 3-component vector of float) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 2 (const uint) 0:93 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) 0:93 Constant: @@ -1174,25 +1174,25 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler ( temp usampler2DArray) 0:94 'g_tTex2du4a' ( uniform utexture2DArray) 0:94 'g_sSamp' (layout( binding=0) uniform sampler) -0:94 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 c3: direct index for structure ( uniform 3-component vector of float) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 2 (const uint) 0:94 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 '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, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: @@ -1247,9 +1247,9 @@ 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, uniform 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 float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component 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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out index aa5c1977d..1c7487deb 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out index 3ca04c870..781ed9066 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out index 31481ed26..e38e621b8 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out index 246dcabaf..4f47d86f3 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.frag.out index a3d061e12..7fec7a20b 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.frag.out @@ -10,12 +10,12 @@ gl_FragCoord origin is upper left 0:23 'r00' ( temp float) 0:23 max ( temp float) 0:23 Convert bool to float ( temp float) -0:23 b: direct index for structure (layout( offset=12) uniform bool) -0:23 '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}) +0:23 b: direct index for structure ( uniform bool) +0:23 '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}) 0:23 Constant: 0:23 3 (const uint) -0:23 f: direct index for structure (layout( offset=8) uniform float) -0:23 '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}) +0:23 f: direct index for structure ( uniform float) +0:23 '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}) 0:23 Constant: 0:23 2 (const uint) 0:24 Sequence @@ -23,12 +23,12 @@ gl_FragCoord origin is upper left 0:24 'r01' ( temp uint) 0:24 max ( temp uint) 0:24 Convert bool to uint ( temp uint) -0:24 b: direct index for structure (layout( offset=12) uniform bool) -0:24 '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}) +0:24 b: direct index for structure ( uniform bool) +0:24 '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}) 0:24 Constant: 0:24 3 (const uint) -0:24 u: direct index for structure (layout( offset=4) uniform uint) -0:24 '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}) +0:24 u: direct index for structure ( uniform uint) +0:24 '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}) 0:24 Constant: 0:24 1 (const uint) 0:25 Sequence @@ -36,12 +36,12 @@ gl_FragCoord origin is upper left 0:25 'r02' ( temp int) 0:25 max ( temp int) 0:25 Convert bool to int ( temp int) -0:25 b: direct index for structure (layout( offset=12) uniform bool) -0:25 '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}) +0:25 b: direct index for structure ( uniform bool) +0:25 '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}) 0:25 Constant: 0:25 3 (const uint) -0:25 i: direct index for structure (layout( offset=0) uniform int) -0:25 '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}) +0:25 i: direct index for structure ( uniform int) +0:25 '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}) 0:25 Constant: 0:25 0 (const uint) 0:26 Sequence @@ -49,12 +49,12 @@ gl_FragCoord origin is upper left 0:26 'r03' ( temp float) 0:26 max ( temp float) 0:26 Convert int to float ( temp float) -0:26 i: direct index for structure (layout( offset=0) uniform int) -0:26 '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}) +0:26 i: direct index for structure ( uniform int) +0:26 '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}) 0:26 Constant: 0:26 0 (const uint) -0:26 f: direct index for structure (layout( offset=8) uniform float) -0:26 '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}) +0:26 f: direct index for structure ( uniform float) +0:26 '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}) 0:26 Constant: 0:26 2 (const uint) 0:27 Sequence @@ -62,12 +62,12 @@ gl_FragCoord origin is upper left 0:27 'r04' ( temp float) 0:27 max ( temp float) 0:27 Convert uint to float ( temp float) -0:27 u: direct index for structure (layout( offset=4) uniform uint) -0:27 '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}) +0:27 u: direct index for structure ( uniform uint) +0:27 '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}) 0:27 Constant: 0:27 1 (const uint) -0:27 f: direct index for structure (layout( offset=8) uniform float) -0:27 '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}) +0:27 f: direct index for structure ( uniform float) +0:27 '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}) 0:27 Constant: 0:27 2 (const uint) 0:29 Sequence @@ -75,12 +75,12 @@ gl_FragCoord origin is upper left 0:29 'r10' ( temp 2-component vector of float) 0:29 max ( temp 2-component vector of float) 0:29 Convert bool to float ( temp 2-component vector of float) -0:29 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:29 '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}) +0:29 b2: direct index for structure ( uniform 2-component vector of bool) +0:29 '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}) 0:29 Constant: 0:29 7 (const uint) -0:29 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:29 '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}) +0:29 f2: direct index for structure ( uniform 2-component vector of float) +0:29 '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}) 0:29 Constant: 0:29 6 (const uint) 0:30 Sequence @@ -88,12 +88,12 @@ gl_FragCoord origin is upper left 0:30 'r11' ( temp 2-component vector of uint) 0:30 max ( temp 2-component vector of uint) 0:30 Convert bool to uint ( temp 2-component vector of uint) -0:30 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:30 '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}) +0:30 b2: direct index for structure ( uniform 2-component vector of bool) +0:30 '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}) 0:30 Constant: 0:30 7 (const uint) -0:30 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:30 '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}) +0:30 u2: direct index for structure ( uniform 2-component vector of uint) +0:30 '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}) 0:30 Constant: 0:30 5 (const uint) 0:31 Sequence @@ -101,12 +101,12 @@ gl_FragCoord origin is upper left 0:31 'r12' ( temp 2-component vector of int) 0:31 max ( temp 2-component vector of int) 0:31 Convert bool to int ( temp 2-component vector of int) -0:31 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:31 '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}) +0:31 b2: direct index for structure ( uniform 2-component vector of bool) +0:31 '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}) 0:31 Constant: 0:31 7 (const uint) -0:31 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:31 '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}) +0:31 i2: direct index for structure ( uniform 2-component vector of int) +0:31 '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}) 0:31 Constant: 0:31 4 (const uint) 0:32 Sequence @@ -114,12 +114,12 @@ gl_FragCoord origin is upper left 0:32 'r13' ( temp 2-component vector of float) 0:32 max ( temp 2-component vector of float) 0:32 Convert int to float ( temp 2-component vector of float) -0:32 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:32 '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}) +0:32 i2: direct index for structure ( uniform 2-component vector of int) +0:32 '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}) 0:32 Constant: 0:32 4 (const uint) -0:32 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:32 '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}) +0:32 f2: direct index for structure ( uniform 2-component vector of float) +0:32 '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}) 0:32 Constant: 0:32 6 (const uint) 0:33 Sequence @@ -127,12 +127,12 @@ gl_FragCoord origin is upper left 0:33 'r14' ( temp 2-component vector of float) 0:33 max ( temp 2-component vector of float) 0:33 Convert uint to float ( temp 2-component vector of float) -0:33 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:33 '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}) +0:33 u2: direct index for structure ( uniform 2-component vector of uint) +0:33 '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}) 0:33 Constant: 0:33 5 (const uint) -0:33 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:33 '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}) +0:33 f2: direct index for structure ( uniform 2-component vector of float) +0:33 '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}) 0:33 Constant: 0:33 6 (const uint) 0:35 Sequence @@ -140,17 +140,17 @@ gl_FragCoord origin is upper left 0:35 'r20' ( temp 2-component vector of float) 0:35 clamp ( temp 2-component vector of float) 0:35 Convert int to float ( temp 2-component vector of float) -0:35 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:35 '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}) +0:35 i2: direct index for structure ( uniform 2-component vector of int) +0:35 '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}) 0:35 Constant: 0:35 4 (const uint) 0:35 Convert uint to float ( temp 2-component vector of float) -0:35 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:35 '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}) +0:35 u2: direct index for structure ( uniform 2-component vector of uint) +0:35 '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}) 0:35 Constant: 0:35 5 (const uint) -0:35 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:35 '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}) +0:35 f2: direct index for structure ( uniform 2-component vector of float) +0:35 '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}) 0:35 Constant: 0:35 6 (const uint) 0:36 Sequence @@ -158,17 +158,17 @@ gl_FragCoord origin is upper left 0:36 'r21' ( temp 2-component vector of uint) 0:36 clamp ( temp 2-component vector of uint) 0:36 Convert bool to uint ( temp 2-component vector of uint) -0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:36 '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}) +0:36 b2: direct index for structure ( uniform 2-component vector of bool) +0:36 '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}) 0:36 Constant: 0:36 7 (const uint) -0:36 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:36 '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}) +0:36 u2: direct index for structure ( uniform 2-component vector of uint) +0:36 '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}) 0:36 Constant: 0:36 5 (const uint) 0:36 Convert bool to uint ( temp 2-component vector of uint) -0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:36 '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}) +0:36 b2: direct index for structure ( uniform 2-component vector of bool) +0:36 '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}) 0:36 Constant: 0:36 7 (const uint) 0:37 Sequence @@ -176,17 +176,17 @@ gl_FragCoord origin is upper left 0:37 'r22' ( temp 2-component vector of float) 0:37 clamp ( temp 2-component vector of float) 0:37 Convert bool to float ( temp 2-component vector of float) -0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -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 b2: direct index for structure ( uniform 2-component vector of bool) +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 7 (const uint) -0:37 f2: direct index for structure (layout( offset=32) uniform 2-component vector of 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 f2: direct index for structure ( uniform 2-component vector of 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 6 (const uint) 0:37 Convert bool to float ( temp 2-component vector of float) -0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -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 b2: direct index for structure ( uniform 2-component vector of bool) +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 7 (const uint) 0:40 Sequence @@ -195,12 +195,12 @@ gl_FragCoord origin is upper left 0:40 max ( temp 2-component vector of float) 0:40 Construct vec2 ( in 2-component vector of float) 0:40 Convert bool to float ( temp float) -0:40 b: direct index for structure (layout( offset=12) uniform bool) -0:40 '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}) +0:40 b: direct index for structure ( uniform bool) +0:40 '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}) 0:40 Constant: 0:40 3 (const uint) -0:40 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:40 '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}) +0:40 f2: direct index for structure ( uniform 2-component vector of float) +0:40 '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}) 0:40 Constant: 0:40 6 (const uint) 0:41 Sequence @@ -209,12 +209,12 @@ gl_FragCoord origin is upper left 0:41 max ( temp 2-component vector of uint) 0:41 Construct uvec2 ( in 2-component vector of uint) 0:41 Convert bool to uint ( temp uint) -0:41 b: direct index for structure (layout( offset=12) uniform bool) -0:41 '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}) +0:41 b: direct index for structure ( uniform bool) +0:41 '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}) 0:41 Constant: 0:41 3 (const uint) -0:41 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:41 '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}) +0:41 u2: direct index for structure ( uniform 2-component vector of uint) +0:41 '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}) 0:41 Constant: 0:41 5 (const uint) 0:42 Sequence @@ -223,12 +223,12 @@ gl_FragCoord origin is upper left 0:42 max ( temp 2-component vector of int) 0:42 Construct ivec2 ( in 2-component vector of int) 0:42 Convert bool to int ( temp int) -0:42 b: direct index for structure (layout( offset=12) uniform bool) -0:42 '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}) +0:42 b: direct index for structure ( uniform bool) +0:42 '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}) 0:42 Constant: 0:42 3 (const uint) -0:42 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:42 '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}) +0:42 i2: direct index for structure ( uniform 2-component vector of int) +0:42 '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}) 0:42 Constant: 0:42 4 (const uint) 0:43 Sequence @@ -237,12 +237,12 @@ gl_FragCoord origin is upper left 0:43 max ( temp 2-component vector of float) 0:43 Construct vec2 ( in 2-component vector of float) 0:43 Convert int to float ( temp float) -0:43 i: direct index for structure (layout( offset=0) uniform int) -0:43 '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}) +0:43 i: direct index for structure ( uniform int) +0:43 '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}) 0:43 Constant: 0:43 0 (const uint) -0:43 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:43 '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}) +0:43 f2: direct index for structure ( uniform 2-component vector of float) +0:43 '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}) 0:43 Constant: 0:43 6 (const uint) 0:44 Sequence @@ -251,12 +251,12 @@ gl_FragCoord origin is upper left 0:44 max ( temp 2-component vector of float) 0:44 Construct vec2 ( in 2-component vector of float) 0:44 Convert uint to float ( temp float) -0:44 u: direct index for structure (layout( offset=4) uniform uint) -0:44 '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}) +0:44 u: direct index for structure ( uniform uint) +0:44 '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}) 0:44 Constant: 0:44 1 (const uint) -0:44 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:44 '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}) +0:44 f2: direct index for structure ( uniform 2-component vector of float) +0:44 '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}) 0:44 Constant: 0:44 6 (const uint) 0:46 Sequence @@ -265,17 +265,17 @@ gl_FragCoord origin is upper left 0:46 clamp ( temp 2-component vector of float) 0:46 Construct vec2 ( in 2-component vector of float) 0:46 Convert int to float ( temp float) -0:46 i: direct index for structure (layout( offset=0) uniform int) -0:46 '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}) +0:46 i: direct index for structure ( uniform int) +0:46 '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}) 0:46 Constant: 0:46 0 (const uint) 0:46 Convert uint to float ( temp 2-component vector of float) -0:46 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:46 '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}) +0:46 u2: direct index for structure ( uniform 2-component vector of uint) +0:46 '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}) 0:46 Constant: 0:46 5 (const uint) -0:46 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:46 '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}) +0:46 f2: direct index for structure ( uniform 2-component vector of float) +0:46 '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}) 0:46 Constant: 0:46 6 (const uint) 0:47 Sequence @@ -283,18 +283,18 @@ gl_FragCoord origin is upper left 0:47 'r41' ( temp 2-component vector of uint) 0:47 clamp ( temp 2-component vector of uint) 0:47 Convert bool to uint ( temp 2-component vector of uint) -0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:47 '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}) +0:47 b2: direct index for structure ( uniform 2-component vector of bool) +0:47 '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}) 0:47 Constant: 0:47 7 (const uint) 0:47 Construct uvec2 ( in 2-component vector of uint) -0:47 u: direct index for structure (layout( offset=4) uniform uint) -0:47 '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}) +0:47 u: direct index for structure ( uniform uint) +0:47 '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}) 0:47 Constant: 0:47 1 (const uint) 0:47 Convert bool to uint ( temp 2-component vector of uint) -0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:47 '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}) +0:47 b2: direct index for structure ( uniform 2-component vector of bool) +0:47 '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}) 0:47 Constant: 0:47 7 (const uint) 0:48 Sequence @@ -302,19 +302,19 @@ gl_FragCoord origin is upper left 0:48 'r42' ( temp 2-component vector of float) 0:48 clamp ( temp 2-component vector of float) 0:48 Convert bool to float ( temp 2-component vector of float) -0:48 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:48 '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}) +0:48 b2: direct index for structure ( uniform 2-component vector of bool) +0:48 '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}) 0:48 Constant: 0:48 7 (const uint) 0:48 Construct vec2 ( in 2-component vector of float) -0:48 f: direct index for structure (layout( offset=8) uniform float) -0:48 '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}) +0:48 f: direct index for structure ( uniform float) +0:48 '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}) 0:48 Constant: 0:48 2 (const uint) 0:48 Construct vec2 ( in 2-component vector of float) 0:48 Convert bool to float ( temp float) -0:48 b: direct index for structure (layout( offset=12) uniform bool) -0:48 '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}) +0:48 b: direct index for structure ( uniform bool) +0:48 '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}) 0:48 Constant: 0:48 3 (const uint) 0:49 Sequence @@ -324,39 +324,39 @@ gl_FragCoord origin is upper left 0:49 clamp ( temp 2-component vector of uint) 0:49 Construct uvec2 ( in 2-component vector of uint) 0:49 Convert int to uint ( temp uint) -0:49 i: direct index for structure (layout( offset=0) uniform int) -0:49 '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}) +0:49 i: direct index for structure ( uniform int) +0:49 '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}) 0:49 Constant: 0:49 0 (const uint) 0:49 Convert int to uint ( temp 2-component vector of uint) -0:49 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:49 '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}) +0:49 i2: direct index for structure ( uniform 2-component vector of int) +0:49 '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}) 0:49 Constant: 0:49 4 (const uint) -0:49 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:49 '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}) +0:49 u2: direct index for structure ( uniform 2-component vector of uint) +0:49 '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}) 0:49 Constant: 0:49 5 (const uint) 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'r50' ( temp float) 0:51 Construct float ( temp float) -0:? textureFetch ( temp 4-component vector of float) -0:51 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? imageLoad ( temp 4-component vector of float) +0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:51 Convert uint to int ( temp int) -0:51 upos: direct index for structure (layout( offset=48) uniform uint) -0:51 '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}) +0:51 upos: direct index for structure ( uniform uint) +0:51 '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}) 0:51 Constant: 0:51 8 (const uint) 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'r51' ( temp float) 0:52 Construct float ( temp float) -0:? textureFetch ( temp 4-component vector of float) -0:52 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? imageLoad ( temp 4-component vector of float) +0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:52 Convert float to int ( temp int) -0:52 fpos: direct index for structure (layout( offset=52) uniform float) -0:52 '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}) +0:52 fpos: direct index for structure ( uniform float) +0:52 '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}) 0:52 Constant: 0:52 9 (const uint) 0:70 Sequence @@ -436,10 +436,10 @@ 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: @@ -456,12 +456,12 @@ gl_FragCoord origin is upper left 0:23 'r00' ( temp float) 0:23 max ( temp float) 0:23 Convert bool to float ( temp float) -0:23 b: direct index for structure (layout( offset=12) uniform bool) -0:23 '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}) +0:23 b: direct index for structure ( uniform bool) +0:23 '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}) 0:23 Constant: 0:23 3 (const uint) -0:23 f: direct index for structure (layout( offset=8) uniform float) -0:23 '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}) +0:23 f: direct index for structure ( uniform float) +0:23 '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}) 0:23 Constant: 0:23 2 (const uint) 0:24 Sequence @@ -469,12 +469,12 @@ gl_FragCoord origin is upper left 0:24 'r01' ( temp uint) 0:24 max ( temp uint) 0:24 Convert bool to uint ( temp uint) -0:24 b: direct index for structure (layout( offset=12) uniform bool) -0:24 '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}) +0:24 b: direct index for structure ( uniform bool) +0:24 '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}) 0:24 Constant: 0:24 3 (const uint) -0:24 u: direct index for structure (layout( offset=4) uniform uint) -0:24 '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}) +0:24 u: direct index for structure ( uniform uint) +0:24 '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}) 0:24 Constant: 0:24 1 (const uint) 0:25 Sequence @@ -482,12 +482,12 @@ gl_FragCoord origin is upper left 0:25 'r02' ( temp int) 0:25 max ( temp int) 0:25 Convert bool to int ( temp int) -0:25 b: direct index for structure (layout( offset=12) uniform bool) -0:25 '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}) +0:25 b: direct index for structure ( uniform bool) +0:25 '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}) 0:25 Constant: 0:25 3 (const uint) -0:25 i: direct index for structure (layout( offset=0) uniform int) -0:25 '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}) +0:25 i: direct index for structure ( uniform int) +0:25 '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}) 0:25 Constant: 0:25 0 (const uint) 0:26 Sequence @@ -495,12 +495,12 @@ gl_FragCoord origin is upper left 0:26 'r03' ( temp float) 0:26 max ( temp float) 0:26 Convert int to float ( temp float) -0:26 i: direct index for structure (layout( offset=0) uniform int) -0:26 '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}) +0:26 i: direct index for structure ( uniform int) +0:26 '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}) 0:26 Constant: 0:26 0 (const uint) -0:26 f: direct index for structure (layout( offset=8) uniform float) -0:26 '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}) +0:26 f: direct index for structure ( uniform float) +0:26 '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}) 0:26 Constant: 0:26 2 (const uint) 0:27 Sequence @@ -508,12 +508,12 @@ gl_FragCoord origin is upper left 0:27 'r04' ( temp float) 0:27 max ( temp float) 0:27 Convert uint to float ( temp float) -0:27 u: direct index for structure (layout( offset=4) uniform uint) -0:27 '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}) +0:27 u: direct index for structure ( uniform uint) +0:27 '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}) 0:27 Constant: 0:27 1 (const uint) -0:27 f: direct index for structure (layout( offset=8) uniform float) -0:27 '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}) +0:27 f: direct index for structure ( uniform float) +0:27 '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}) 0:27 Constant: 0:27 2 (const uint) 0:29 Sequence @@ -521,12 +521,12 @@ gl_FragCoord origin is upper left 0:29 'r10' ( temp 2-component vector of float) 0:29 max ( temp 2-component vector of float) 0:29 Convert bool to float ( temp 2-component vector of float) -0:29 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:29 '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}) +0:29 b2: direct index for structure ( uniform 2-component vector of bool) +0:29 '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}) 0:29 Constant: 0:29 7 (const uint) -0:29 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:29 '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}) +0:29 f2: direct index for structure ( uniform 2-component vector of float) +0:29 '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}) 0:29 Constant: 0:29 6 (const uint) 0:30 Sequence @@ -534,12 +534,12 @@ gl_FragCoord origin is upper left 0:30 'r11' ( temp 2-component vector of uint) 0:30 max ( temp 2-component vector of uint) 0:30 Convert bool to uint ( temp 2-component vector of uint) -0:30 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:30 '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}) +0:30 b2: direct index for structure ( uniform 2-component vector of bool) +0:30 '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}) 0:30 Constant: 0:30 7 (const uint) -0:30 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:30 '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}) +0:30 u2: direct index for structure ( uniform 2-component vector of uint) +0:30 '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}) 0:30 Constant: 0:30 5 (const uint) 0:31 Sequence @@ -547,12 +547,12 @@ gl_FragCoord origin is upper left 0:31 'r12' ( temp 2-component vector of int) 0:31 max ( temp 2-component vector of int) 0:31 Convert bool to int ( temp 2-component vector of int) -0:31 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:31 '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}) +0:31 b2: direct index for structure ( uniform 2-component vector of bool) +0:31 '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}) 0:31 Constant: 0:31 7 (const uint) -0:31 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:31 '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}) +0:31 i2: direct index for structure ( uniform 2-component vector of int) +0:31 '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}) 0:31 Constant: 0:31 4 (const uint) 0:32 Sequence @@ -560,12 +560,12 @@ gl_FragCoord origin is upper left 0:32 'r13' ( temp 2-component vector of float) 0:32 max ( temp 2-component vector of float) 0:32 Convert int to float ( temp 2-component vector of float) -0:32 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:32 '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}) +0:32 i2: direct index for structure ( uniform 2-component vector of int) +0:32 '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}) 0:32 Constant: 0:32 4 (const uint) -0:32 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:32 '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}) +0:32 f2: direct index for structure ( uniform 2-component vector of float) +0:32 '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}) 0:32 Constant: 0:32 6 (const uint) 0:33 Sequence @@ -573,12 +573,12 @@ gl_FragCoord origin is upper left 0:33 'r14' ( temp 2-component vector of float) 0:33 max ( temp 2-component vector of float) 0:33 Convert uint to float ( temp 2-component vector of float) -0:33 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:33 '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}) +0:33 u2: direct index for structure ( uniform 2-component vector of uint) +0:33 '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}) 0:33 Constant: 0:33 5 (const uint) -0:33 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:33 '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}) +0:33 f2: direct index for structure ( uniform 2-component vector of float) +0:33 '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}) 0:33 Constant: 0:33 6 (const uint) 0:35 Sequence @@ -586,17 +586,17 @@ gl_FragCoord origin is upper left 0:35 'r20' ( temp 2-component vector of float) 0:35 clamp ( temp 2-component vector of float) 0:35 Convert int to float ( temp 2-component vector of float) -0:35 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:35 '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}) +0:35 i2: direct index for structure ( uniform 2-component vector of int) +0:35 '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}) 0:35 Constant: 0:35 4 (const uint) 0:35 Convert uint to float ( temp 2-component vector of float) -0:35 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:35 '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}) +0:35 u2: direct index for structure ( uniform 2-component vector of uint) +0:35 '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}) 0:35 Constant: 0:35 5 (const uint) -0:35 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:35 '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}) +0:35 f2: direct index for structure ( uniform 2-component vector of float) +0:35 '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}) 0:35 Constant: 0:35 6 (const uint) 0:36 Sequence @@ -604,17 +604,17 @@ gl_FragCoord origin is upper left 0:36 'r21' ( temp 2-component vector of uint) 0:36 clamp ( temp 2-component vector of uint) 0:36 Convert bool to uint ( temp 2-component vector of uint) -0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:36 '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}) +0:36 b2: direct index for structure ( uniform 2-component vector of bool) +0:36 '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}) 0:36 Constant: 0:36 7 (const uint) -0:36 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:36 '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}) +0:36 u2: direct index for structure ( uniform 2-component vector of uint) +0:36 '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}) 0:36 Constant: 0:36 5 (const uint) 0:36 Convert bool to uint ( temp 2-component vector of uint) -0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:36 '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}) +0:36 b2: direct index for structure ( uniform 2-component vector of bool) +0:36 '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}) 0:36 Constant: 0:36 7 (const uint) 0:37 Sequence @@ -622,17 +622,17 @@ gl_FragCoord origin is upper left 0:37 'r22' ( temp 2-component vector of float) 0:37 clamp ( temp 2-component vector of float) 0:37 Convert bool to float ( temp 2-component vector of float) -0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -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 b2: direct index for structure ( uniform 2-component vector of bool) +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 7 (const uint) -0:37 f2: direct index for structure (layout( offset=32) uniform 2-component vector of 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 f2: direct index for structure ( uniform 2-component vector of 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 6 (const uint) 0:37 Convert bool to float ( temp 2-component vector of float) -0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -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 b2: direct index for structure ( uniform 2-component vector of bool) +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 7 (const uint) 0:40 Sequence @@ -641,12 +641,12 @@ gl_FragCoord origin is upper left 0:40 max ( temp 2-component vector of float) 0:40 Construct vec2 ( in 2-component vector of float) 0:40 Convert bool to float ( temp float) -0:40 b: direct index for structure (layout( offset=12) uniform bool) -0:40 '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}) +0:40 b: direct index for structure ( uniform bool) +0:40 '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}) 0:40 Constant: 0:40 3 (const uint) -0:40 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:40 '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}) +0:40 f2: direct index for structure ( uniform 2-component vector of float) +0:40 '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}) 0:40 Constant: 0:40 6 (const uint) 0:41 Sequence @@ -655,12 +655,12 @@ gl_FragCoord origin is upper left 0:41 max ( temp 2-component vector of uint) 0:41 Construct uvec2 ( in 2-component vector of uint) 0:41 Convert bool to uint ( temp uint) -0:41 b: direct index for structure (layout( offset=12) uniform bool) -0:41 '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}) +0:41 b: direct index for structure ( uniform bool) +0:41 '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}) 0:41 Constant: 0:41 3 (const uint) -0:41 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:41 '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}) +0:41 u2: direct index for structure ( uniform 2-component vector of uint) +0:41 '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}) 0:41 Constant: 0:41 5 (const uint) 0:42 Sequence @@ -669,12 +669,12 @@ gl_FragCoord origin is upper left 0:42 max ( temp 2-component vector of int) 0:42 Construct ivec2 ( in 2-component vector of int) 0:42 Convert bool to int ( temp int) -0:42 b: direct index for structure (layout( offset=12) uniform bool) -0:42 '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}) +0:42 b: direct index for structure ( uniform bool) +0:42 '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}) 0:42 Constant: 0:42 3 (const uint) -0:42 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:42 '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}) +0:42 i2: direct index for structure ( uniform 2-component vector of int) +0:42 '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}) 0:42 Constant: 0:42 4 (const uint) 0:43 Sequence @@ -683,12 +683,12 @@ gl_FragCoord origin is upper left 0:43 max ( temp 2-component vector of float) 0:43 Construct vec2 ( in 2-component vector of float) 0:43 Convert int to float ( temp float) -0:43 i: direct index for structure (layout( offset=0) uniform int) -0:43 '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}) +0:43 i: direct index for structure ( uniform int) +0:43 '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}) 0:43 Constant: 0:43 0 (const uint) -0:43 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:43 '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}) +0:43 f2: direct index for structure ( uniform 2-component vector of float) +0:43 '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}) 0:43 Constant: 0:43 6 (const uint) 0:44 Sequence @@ -697,12 +697,12 @@ gl_FragCoord origin is upper left 0:44 max ( temp 2-component vector of float) 0:44 Construct vec2 ( in 2-component vector of float) 0:44 Convert uint to float ( temp float) -0:44 u: direct index for structure (layout( offset=4) uniform uint) -0:44 '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}) +0:44 u: direct index for structure ( uniform uint) +0:44 '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}) 0:44 Constant: 0:44 1 (const uint) -0:44 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:44 '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}) +0:44 f2: direct index for structure ( uniform 2-component vector of float) +0:44 '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}) 0:44 Constant: 0:44 6 (const uint) 0:46 Sequence @@ -711,17 +711,17 @@ gl_FragCoord origin is upper left 0:46 clamp ( temp 2-component vector of float) 0:46 Construct vec2 ( in 2-component vector of float) 0:46 Convert int to float ( temp float) -0:46 i: direct index for structure (layout( offset=0) uniform int) -0:46 '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}) +0:46 i: direct index for structure ( uniform int) +0:46 '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}) 0:46 Constant: 0:46 0 (const uint) 0:46 Convert uint to float ( temp 2-component vector of float) -0:46 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:46 '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}) +0:46 u2: direct index for structure ( uniform 2-component vector of uint) +0:46 '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}) 0:46 Constant: 0:46 5 (const uint) -0:46 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:46 '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}) +0:46 f2: direct index for structure ( uniform 2-component vector of float) +0:46 '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}) 0:46 Constant: 0:46 6 (const uint) 0:47 Sequence @@ -729,18 +729,18 @@ gl_FragCoord origin is upper left 0:47 'r41' ( temp 2-component vector of uint) 0:47 clamp ( temp 2-component vector of uint) 0:47 Convert bool to uint ( temp 2-component vector of uint) -0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:47 '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}) +0:47 b2: direct index for structure ( uniform 2-component vector of bool) +0:47 '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}) 0:47 Constant: 0:47 7 (const uint) 0:47 Construct uvec2 ( in 2-component vector of uint) -0:47 u: direct index for structure (layout( offset=4) uniform uint) -0:47 '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}) +0:47 u: direct index for structure ( uniform uint) +0:47 '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}) 0:47 Constant: 0:47 1 (const uint) 0:47 Convert bool to uint ( temp 2-component vector of uint) -0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:47 '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}) +0:47 b2: direct index for structure ( uniform 2-component vector of bool) +0:47 '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}) 0:47 Constant: 0:47 7 (const uint) 0:48 Sequence @@ -748,19 +748,19 @@ gl_FragCoord origin is upper left 0:48 'r42' ( temp 2-component vector of float) 0:48 clamp ( temp 2-component vector of float) 0:48 Convert bool to float ( temp 2-component vector of float) -0:48 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:48 '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}) +0:48 b2: direct index for structure ( uniform 2-component vector of bool) +0:48 '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}) 0:48 Constant: 0:48 7 (const uint) 0:48 Construct vec2 ( in 2-component vector of float) -0:48 f: direct index for structure (layout( offset=8) uniform float) -0:48 '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}) +0:48 f: direct index for structure ( uniform float) +0:48 '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}) 0:48 Constant: 0:48 2 (const uint) 0:48 Construct vec2 ( in 2-component vector of float) 0:48 Convert bool to float ( temp float) -0:48 b: direct index for structure (layout( offset=12) uniform bool) -0:48 '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}) +0:48 b: direct index for structure ( uniform bool) +0:48 '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}) 0:48 Constant: 0:48 3 (const uint) 0:49 Sequence @@ -770,39 +770,39 @@ gl_FragCoord origin is upper left 0:49 clamp ( temp 2-component vector of uint) 0:49 Construct uvec2 ( in 2-component vector of uint) 0:49 Convert int to uint ( temp uint) -0:49 i: direct index for structure (layout( offset=0) uniform int) -0:49 '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}) +0:49 i: direct index for structure ( uniform int) +0:49 '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}) 0:49 Constant: 0:49 0 (const uint) 0:49 Convert int to uint ( temp 2-component vector of uint) -0:49 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:49 '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}) +0:49 i2: direct index for structure ( uniform 2-component vector of int) +0:49 '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}) 0:49 Constant: 0:49 4 (const uint) -0:49 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:49 '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}) +0:49 u2: direct index for structure ( uniform 2-component vector of uint) +0:49 '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}) 0:49 Constant: 0:49 5 (const uint) 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'r50' ( temp float) 0:51 Construct float ( temp float) -0:? textureFetch ( temp 4-component vector of float) -0:51 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? imageLoad ( temp 4-component vector of float) +0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:51 Convert uint to int ( temp int) -0:51 upos: direct index for structure (layout( offset=48) uniform uint) -0:51 '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}) +0:51 upos: direct index for structure ( uniform uint) +0:51 '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}) 0:51 Constant: 0:51 8 (const uint) 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'r51' ( temp float) 0:52 Construct float ( temp float) -0:? textureFetch ( temp 4-component vector of float) -0:52 'g_tTexbfs' (layout( r32f) uniform samplerBuffer) +0:? imageLoad ( temp 4-component vector of float) +0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:52 Convert float to int ( temp int) -0:52 fpos: direct index for structure (layout( offset=52) uniform float) -0:52 '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}) +0:52 fpos: direct index for structure ( uniform float) +0:52 '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}) 0:52 Constant: 0:52 9 (const uint) 0:70 Sequence @@ -882,14 +882,14 @@ 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 325 +// Id's are bound by 322 Capability Shader Capability Sampled1D @@ -897,7 +897,7 @@ gl_FragCoord origin is upper left Capability ImageQuery 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 322 + EntryPoint Fragment 4 "main" 319 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 8 "PS_OUTPUT" @@ -938,19 +938,19 @@ gl_FragCoord origin is upper left Name 229 "r42" Name 243 "r43" Name 255 "r50" - Name 259 "g_tTexbfs" - Name 268 "r51" - Name 277 "sizeQueryTemp" - Name 280 "g_tTex1df4" - Name 283 "WidthI" - Name 286 "sizeQueryTemp" - Name 292 "NumberOfLevelsU" - Name 295 "sizeQueryTemp" - Name 298 "WidthU" - Name 300 "NumberOfLevelsI" - Name 304 "sizeQueryTemp" - Name 313 "ps_output" - Name 322 "color" + Name 258 "g_tTexbfs" + Name 266 "r51" + Name 274 "sizeQueryTemp" + Name 277 "g_tTex1df4" + Name 280 "WidthI" + Name 283 "sizeQueryTemp" + Name 289 "NumberOfLevelsU" + Name 292 "sizeQueryTemp" + Name 295 "WidthU" + Name 297 "NumberOfLevelsI" + Name 301 "sizeQueryTemp" + Name 310 "ps_output" + Name 319 "color" MemberDecorate 19($Global) 0 Offset 0 MemberDecorate 19($Global) 1 Offset 4 MemberDecorate 19($Global) 2 Offset 8 @@ -963,9 +963,10 @@ gl_FragCoord origin is upper left MemberDecorate 19($Global) 9 Offset 52 Decorate 19($Global) Block Decorate 21 DescriptorSet 0 - Decorate 259(g_tTexbfs) DescriptorSet 0 - Decorate 280(g_tTex1df4) DescriptorSet 0 - Decorate 322(color) Location 0 + Decorate 258(g_tTexbfs) DescriptorSet 0 + Decorate 258(g_tTexbfs) NonWritable + Decorate 277(g_tTex1df4) DescriptorSet 0 + Decorate 319(color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 @@ -1012,25 +1013,24 @@ gl_FragCoord origin is upper left 107: 16(ivec2) ConstantComposite 44 44 109: 14(int) Constant 4 110: TypePointer Uniform 16(ivec2) - 256: TypeImage 6(float) Buffer sampled format:R32f - 257: TypeSampledImage 256 - 258: TypePointer UniformConstant 257 - 259(g_tTexbfs): 258(ptr) Variable UniformConstant - 261: 14(int) Constant 8 - 270: 14(int) Constant 9 - 278: TypeImage 6(float) 1D sampled format:Unknown - 279: TypePointer UniformConstant 278 - 280(g_tTex1df4): 279(ptr) Variable UniformConstant - 288: 15(int) Constant 6 - 312: TypePointer Function 8(PS_OUTPUT) - 316: TypePointer Function 7(fvec4) - 321: TypePointer Output 7(fvec4) - 322(color): 321(ptr) Variable Output + 256: TypeImage 6(float) Buffer nonsampled format:R32f + 257: TypePointer UniformConstant 256 + 258(g_tTexbfs): 257(ptr) Variable UniformConstant + 260: 14(int) Constant 8 + 268: 14(int) Constant 9 + 275: TypeImage 6(float) 1D sampled format:Unknown + 276: TypePointer UniformConstant 275 + 277(g_tTex1df4): 276(ptr) Variable UniformConstant + 285: 15(int) Constant 6 + 309: TypePointer Function 8(PS_OUTPUT) + 313: TypePointer Function 7(fvec4) + 318: TypePointer Output 7(fvec4) + 319(color): 318(ptr) Variable Output 4(main): 2 Function None 3 5: Label - 323:8(PS_OUTPUT) FunctionCall 10(@main() - 324: 7(fvec4) CompositeExtract 323 0 - Store 322(color) 324 + 320:8(PS_OUTPUT) FunctionCall 10(@main() + 321: 7(fvec4) CompositeExtract 320 0 + Store 319(color) 321 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 @@ -1058,16 +1058,16 @@ gl_FragCoord origin is upper left 229(r42): 73(ptr) Variable Function 243(r43): 101(ptr) Variable Function 255(r50): 12(ptr) Variable Function - 268(r51): 12(ptr) Variable Function -277(sizeQueryTemp): 37(ptr) Variable Function - 283(WidthI): 48(ptr) Variable Function -286(sizeQueryTemp): 37(ptr) Variable Function -292(NumberOfLevelsU): 37(ptr) Variable Function -295(sizeQueryTemp): 37(ptr) Variable Function - 298(WidthU): 37(ptr) Variable Function -300(NumberOfLevelsI): 48(ptr) Variable Function -304(sizeQueryTemp): 37(ptr) Variable Function - 313(ps_output): 312(ptr) Variable Function + 266(r51): 12(ptr) Variable Function +274(sizeQueryTemp): 37(ptr) Variable Function + 280(WidthI): 48(ptr) Variable Function +283(sizeQueryTemp): 37(ptr) Variable Function +289(NumberOfLevelsU): 37(ptr) Variable Function +292(sizeQueryTemp): 37(ptr) Variable Function + 295(WidthU): 37(ptr) Variable Function +297(NumberOfLevelsI): 48(ptr) Variable Function +301(sizeQueryTemp): 37(ptr) Variable Function + 310(ps_output): 309(ptr) Variable Function 24: 23(ptr) AccessChain 21 22 25: 15(int) Load 24 28: 26(bool) INotEqual 25 27 @@ -1271,60 +1271,58 @@ gl_FragCoord origin is upper left 253: 17(ivec2) ExtInst 1(GLSL.std.450) 44(UClamp) 247 250 252 254: 16(ivec2) Bitcast 253 Store 243(r43) 254 - 260: 257 Load 259(g_tTexbfs) - 262: 23(ptr) AccessChain 21 261 - 263: 15(int) Load 262 - 264: 14(int) Bitcast 263 - 265: 256 Image 260 - 266: 7(fvec4) ImageFetch 265 264 - 267: 6(float) CompositeExtract 266 0 - Store 255(r50) 267 - 269: 257 Load 259(g_tTexbfs) - 271: 33(ptr) AccessChain 21 270 - 272: 6(float) Load 271 - 273: 14(int) ConvertFToS 272 - 274: 256 Image 269 - 275: 7(fvec4) ImageFetch 274 273 - 276: 6(float) CompositeExtract 275 0 - Store 268(r51) 276 - 281: 278 Load 280(g_tTex1df4) - 282: 15(int) ImageQuerySizeLod 281 53 - Store 277(sizeQueryTemp) 282 - 284: 15(int) Load 277(sizeQueryTemp) - 285: 14(int) Bitcast 284 - Store 283(WidthI) 285 - 287: 278 Load 280(g_tTex1df4) - 289: 15(int) ImageQuerySizeLod 287 288 - Store 286(sizeQueryTemp) 289 - 290: 15(int) Load 286(sizeQueryTemp) - 291: 14(int) Bitcast 290 - Store 283(WidthI) 291 - 293: 278 Load 280(g_tTex1df4) - 294: 15(int) ImageQueryLevels 293 - Store 292(NumberOfLevelsU) 294 - 296: 278 Load 280(g_tTex1df4) - 297: 15(int) ImageQuerySizeLod 296 288 - Store 295(sizeQueryTemp) 297 - 299: 15(int) Load 295(sizeQueryTemp) - Store 298(WidthU) 299 - 301: 278 Load 280(g_tTex1df4) - 302: 15(int) ImageQueryLevels 301 - 303: 14(int) Bitcast 302 - Store 300(NumberOfLevelsI) 303 - 305: 278 Load 280(g_tTex1df4) - 306: 15(int) ImageQuerySizeLod 305 288 - Store 304(sizeQueryTemp) 306 - 307: 15(int) Load 304(sizeQueryTemp) + 259: 256 Load 258(g_tTexbfs) + 261: 23(ptr) AccessChain 21 260 + 262: 15(int) Load 261 + 263: 14(int) Bitcast 262 + 264: 7(fvec4) ImageRead 259 263 + 265: 6(float) CompositeExtract 264 0 + Store 255(r50) 265 + 267: 256 Load 258(g_tTexbfs) + 269: 33(ptr) AccessChain 21 268 + 270: 6(float) Load 269 + 271: 14(int) ConvertFToS 270 + 272: 7(fvec4) ImageRead 267 271 + 273: 6(float) CompositeExtract 272 0 + Store 266(r51) 273 + 278: 275 Load 277(g_tTex1df4) + 279: 15(int) ImageQuerySizeLod 278 53 + Store 274(sizeQueryTemp) 279 + 281: 15(int) Load 274(sizeQueryTemp) + 282: 14(int) Bitcast 281 + Store 280(WidthI) 282 + 284: 275 Load 277(g_tTex1df4) + 286: 15(int) ImageQuerySizeLod 284 285 + Store 283(sizeQueryTemp) 286 + 287: 15(int) Load 283(sizeQueryTemp) + 288: 14(int) Bitcast 287 + Store 280(WidthI) 288 + 290: 275 Load 277(g_tTex1df4) + 291: 15(int) ImageQueryLevels 290 + Store 289(NumberOfLevelsU) 291 + 293: 275 Load 277(g_tTex1df4) + 294: 15(int) ImageQuerySizeLod 293 285 + Store 292(sizeQueryTemp) 294 + 296: 15(int) Load 292(sizeQueryTemp) + Store 295(WidthU) 296 + 298: 275 Load 277(g_tTex1df4) + 299: 15(int) ImageQueryLevels 298 + 300: 14(int) Bitcast 299 + Store 297(NumberOfLevelsI) 300 + 302: 275 Load 277(g_tTex1df4) + 303: 15(int) ImageQuerySizeLod 302 285 + Store 301(sizeQueryTemp) 303 + 304: 15(int) Load 301(sizeQueryTemp) + 305: 14(int) Bitcast 304 + Store 280(WidthI) 305 + 306: 275 Load 277(g_tTex1df4) + 307: 15(int) ImageQueryLevels 306 308: 14(int) Bitcast 307 - Store 283(WidthI) 308 - 309: 278 Load 280(g_tTex1df4) - 310: 15(int) ImageQueryLevels 309 - 311: 14(int) Bitcast 310 - Store 300(NumberOfLevelsI) 311 - 314: 6(float) Load 13(r00) - 315: 7(fvec4) CompositeConstruct 314 314 314 314 - 317: 316(ptr) AccessChain 313(ps_output) 53 - Store 317 315 - 318:8(PS_OUTPUT) Load 313(ps_output) - ReturnValue 318 + Store 297(NumberOfLevelsI) 308 + 311: 6(float) Load 13(r00) + 312: 7(fvec4) CompositeConstruct 311 311 311 311 + 314: 313(ptr) AccessChain 310(ps_output) 53 + Store 314 312 + 315:8(PS_OUTPUT) Load 310(ps_output) + ReturnValue 315 FunctionEnd diff --git a/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out index df1a2a7d8..7ccc596bd 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out @@ -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() diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out index 938df6adf..f436f8819 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.2dms.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.array.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.array.dx10.frag.out index d52647d1d..9430e75d9 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.array.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.array.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out index bc9374c36..6a976f091 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out b/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out index 51547c5f0..a41675c10 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.buffer.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.buffer.dx10.frag.out index e7c0569fe..134a7fdbc 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.buffer.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.buffer.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out index 0c5668e54..6ba3d993e 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out index 0f4b61918..7d6c63ab9 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out index 65d92f032..f20b6075d 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out index 73d5c10ab..ea8bdd2dd 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out index c4cae33d3..fba29c13e 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out index b8da508f4..2b05b31d0 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.frag.out index e90144017..7aec27565 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out index 2b005f0c6..38708ef7e 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.logical.unary.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.logical.unary.frag.out index 2d45c447c..414879469 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.logical.unary.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.logical.unary.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.matType.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.matType.frag.out index a4a435b8e..ee4087988 100755 --- a/3rdparty/glslang/Test/baseResults/hlsl.matType.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.matType.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.matrixindex.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.matrixindex.frag.out index bd0e6673e..6f2339c2f 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.matrixindex.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.matrixindex.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.mintypes.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.mintypes.frag.out index fbdae5dfe..257d7e48b 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.mintypes.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.mintypes.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.multiEntry.vert.out b/3rdparty/glslang/Test/baseResults/hlsl.multiEntry.vert.out index cc4924fda..4873a4588 100755 --- a/3rdparty/glslang/Test/baseResults/hlsl.multiEntry.vert.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.multiEntry.vert.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out new file mode 100755 index 000000000..d3049ec7e --- /dev/null +++ b/3rdparty/glslang/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.params.default.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.params.default.frag.out index 4722810eb..b8ddf0dde 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.params.default.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.params.default.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.params.default.negative.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.params.default.negative.frag.out index 44382fdb2..219e920a7 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.params.default.negative.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.params.default.negative.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.promote.binary.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.promote.binary.frag.out index 358e22168..34a46f986 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.promote.binary.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.promote.binary.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.promotions.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.promotions.frag.out index 3fbbbfe7c..d955195db 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.promotions.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.promotions.frag.out @@ -24,14 +24,14 @@ gl_FragCoord origin is upper left 0:26 move second child to first child ( temp 3-component vector of float) 0:26 'p' ( out 3-component vector of float) 0:26 Convert int to float ( temp 3-component vector of float) -0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:26 i3: direct index for structure ( uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:26 Branch: Return with expression 0:26 Convert int to float ( temp 3-component vector of float) -0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:26 i3: direct index for structure ( uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:27 Function Definition: Fn_R_F3U(vf3; ( temp 3-component vector of float) @@ -41,14 +41,14 @@ gl_FragCoord origin is upper left 0:27 move second child to first child ( temp 3-component vector of float) 0:27 'p' ( out 3-component vector of float) 0:27 Convert uint to float ( temp 3-component vector of float) -0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:27 u3: direct index for structure ( uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:27 Branch: Return with expression 0:27 Convert uint to float ( temp 3-component vector of float) -0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:27 u3: direct index for structure ( uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:28 Function Definition: Fn_R_F3B(vf3; ( temp 3-component vector of float) @@ -58,14 +58,14 @@ gl_FragCoord origin is upper left 0:28 move second child to first child ( temp 3-component vector of float) 0:28 'p' ( out 3-component vector of float) 0:28 Convert bool to float ( temp 3-component vector of float) -0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:28 b3: direct index for structure ( uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:28 Branch: Return with expression 0:28 Convert bool to float ( temp 3-component vector of float) -0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:28 b3: direct index for structure ( uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:29 Function Definition: Fn_R_F3D(vf3; ( temp 3-component vector of float) @@ -75,14 +75,14 @@ gl_FragCoord origin is upper left 0:29 move second child to first child ( temp 3-component vector of float) 0:29 'p' ( out 3-component vector of float) 0:29 Convert double to float ( temp 3-component vector of float) -0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:29 d3: direct index for structure ( uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:29 Branch: Return with expression 0:29 Convert double to float ( temp 3-component vector of float) -0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:29 d3: direct index for structure ( uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:31 Function Definition: Fn_R_I3U(vi3; ( temp 3-component vector of int) @@ -92,14 +92,14 @@ gl_FragCoord origin is upper left 0:31 move second child to first child ( temp 3-component vector of int) 0:31 'p' ( out 3-component vector of int) 0:31 Convert uint to int ( temp 3-component vector of int) -0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:31 u3: direct index for structure ( uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:31 Branch: Return with expression 0:31 Convert uint to int ( temp 3-component vector of int) -0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:31 u3: direct index for structure ( uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:32 Function Definition: Fn_R_I3B(vi3; ( temp 3-component vector of int) @@ -109,14 +109,14 @@ gl_FragCoord origin is upper left 0:32 move second child to first child ( temp 3-component vector of int) 0:32 'p' ( out 3-component vector of int) 0:32 Convert bool to int ( temp 3-component vector of int) -0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:32 b3: direct index for structure ( uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:32 Branch: Return with expression 0:32 Convert bool to int ( temp 3-component vector of int) -0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:32 b3: direct index for structure ( uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:33 Function Definition: Fn_R_I3F(vi3; ( temp 3-component vector of int) @@ -126,14 +126,14 @@ gl_FragCoord origin is upper left 0:33 move second child to first child ( temp 3-component vector of int) 0:33 'p' ( out 3-component vector of int) 0:33 Convert float to int ( temp 3-component vector of int) -0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:33 f3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:33 Branch: Return with expression 0:33 Convert float to int ( temp 3-component vector of int) -0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:33 f3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:34 Function Definition: Fn_R_I3D(vi3; ( temp 3-component vector of int) @@ -143,14 +143,14 @@ gl_FragCoord origin is upper left 0:34 move second child to first child ( temp 3-component vector of int) 0:34 'p' ( out 3-component vector of int) 0:34 Convert double to int ( temp 3-component vector of int) -0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:34 d3: direct index for structure ( uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:34 Branch: Return with expression 0:34 Convert double to int ( temp 3-component vector of int) -0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:34 d3: direct index for structure ( uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:36 Function Definition: Fn_R_U3I(vu3; ( temp 3-component vector of uint) @@ -160,14 +160,14 @@ gl_FragCoord origin is upper left 0:36 move second child to first child ( temp 3-component vector of uint) 0:36 'p' ( out 3-component vector of uint) 0:36 Convert int to uint ( temp 3-component vector of uint) -0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:36 i3: direct index for structure ( uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:36 Branch: Return with expression 0:36 Convert int to uint ( temp 3-component vector of uint) -0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:36 i3: direct index for structure ( uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:37 Function Definition: Fn_R_U3F(vu3; ( temp 3-component vector of uint) @@ -177,14 +177,14 @@ gl_FragCoord origin is upper left 0:37 move second child to first child ( temp 3-component vector of uint) 0:37 'p' ( out 3-component vector of uint) 0:37 Convert float to uint ( temp 3-component vector of uint) -0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:37 f3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:37 Branch: Return with expression 0:37 Convert float to uint ( temp 3-component vector of uint) -0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:37 f3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:38 Function Definition: Fn_R_U3B(vu3; ( temp 3-component vector of uint) @@ -194,14 +194,14 @@ gl_FragCoord origin is upper left 0:38 move second child to first child ( temp 3-component vector of uint) 0:38 'p' ( out 3-component vector of uint) 0:38 Convert bool to uint ( temp 3-component vector of uint) -0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:38 b3: direct index for structure ( uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:38 Branch: Return with expression 0:38 Convert bool to uint ( temp 3-component vector of uint) -0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:38 b3: direct index for structure ( uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:39 Function Definition: Fn_R_U3D(vu3; ( temp 3-component vector of uint) @@ -211,14 +211,14 @@ gl_FragCoord origin is upper left 0:39 move second child to first child ( temp 3-component vector of uint) 0:39 'p' ( out 3-component vector of uint) 0:39 Convert double to uint ( temp 3-component vector of uint) -0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:39 d3: direct index for structure ( uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:39 Branch: Return with expression 0:39 Convert double to uint ( temp 3-component vector of uint) -0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:39 d3: direct index for structure ( uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:41 Function Definition: Fn_R_B3I(vb3; ( temp 3-component vector of bool) @@ -228,14 +228,14 @@ gl_FragCoord origin is upper left 0:41 move second child to first child ( temp 3-component vector of bool) 0:41 'p' ( out 3-component vector of bool) 0:41 Convert int to bool ( temp 3-component vector of bool) -0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:41 i3: direct index for structure ( uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:41 Branch: Return with expression 0:41 Convert int to bool ( temp 3-component vector of bool) -0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:41 i3: direct index for structure ( uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:42 Function Definition: Fn_R_B3U(vb3; ( temp 3-component vector of bool) @@ -245,14 +245,14 @@ gl_FragCoord origin is upper left 0:42 move second child to first child ( temp 3-component vector of bool) 0:42 'p' ( out 3-component vector of bool) 0:42 Convert uint to bool ( temp 3-component vector of bool) -0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:42 u3: direct index for structure ( uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:42 Branch: Return with expression 0:42 Convert uint to bool ( temp 3-component vector of bool) -0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:42 u3: direct index for structure ( uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:43 Function Definition: Fn_R_B3F(vb3; ( temp 3-component vector of bool) @@ -262,14 +262,14 @@ gl_FragCoord origin is upper left 0:43 move second child to first child ( temp 3-component vector of bool) 0:43 'p' ( out 3-component vector of bool) 0:43 Convert float to bool ( temp 3-component vector of bool) -0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:43 f3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:43 Branch: Return with expression 0:43 Convert float to bool ( temp 3-component vector of bool) -0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:43 f3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:44 Function Definition: Fn_R_B3D(vb3; ( temp 3-component vector of bool) @@ -279,14 +279,14 @@ gl_FragCoord origin is upper left 0:44 move second child to first child ( temp 3-component vector of bool) 0:44 'p' ( out 3-component vector of bool) 0:44 Convert double to bool ( temp 3-component vector of bool) -0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:44 d3: direct index for structure ( uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:44 Branch: Return with expression 0:44 Convert double to bool ( temp 3-component vector of bool) -0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:44 d3: direct index for structure ( uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:46 Function Definition: Fn_R_D3I(vd3; ( temp 3-component vector of double) @@ -296,14 +296,14 @@ gl_FragCoord origin is upper left 0:46 move second child to first child ( temp 3-component vector of double) 0:46 'p' ( out 3-component vector of double) 0:46 Convert int to double ( temp 3-component vector of double) -0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:46 i3: direct index for structure ( uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:46 Branch: Return with expression 0:46 Convert int to double ( temp 3-component vector of double) -0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:46 i3: direct index for structure ( uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:47 Function Definition: Fn_R_D3U(vd3; ( temp 3-component vector of double) @@ -313,14 +313,14 @@ gl_FragCoord origin is upper left 0:47 move second child to first child ( temp 3-component vector of double) 0:47 'p' ( out 3-component vector of double) 0:47 Convert uint to double ( temp 3-component vector of double) -0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:47 u3: direct index for structure ( uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:47 Branch: Return with expression 0:47 Convert uint to double ( temp 3-component vector of double) -0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:47 u3: direct index for structure ( uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:48 Function Definition: Fn_R_D3B(vd3; ( temp 3-component vector of double) @@ -330,14 +330,14 @@ gl_FragCoord origin is upper left 0:48 move second child to first child ( temp 3-component vector of double) 0:48 'p' ( out 3-component vector of double) 0:48 Convert bool to double ( temp 3-component vector of double) -0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:48 b3: direct index for structure ( uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:48 Branch: Return with expression 0:48 Convert bool to double ( temp 3-component vector of double) -0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:48 b3: direct index for structure ( uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:49 Function Definition: Fn_R_D3F(vd3; ( temp 3-component vector of double) @@ -347,14 +347,14 @@ gl_FragCoord origin is upper left 0:49 move second child to first child ( temp 3-component vector of double) 0:49 'p' ( out 3-component vector of double) 0:49 Convert float to double ( temp 3-component vector of double) -0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:49 f3: direct index for structure ( uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:49 Branch: Return with expression 0:49 Convert float to double ( temp 3-component vector of double) -0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:49 f3: direct index for structure ( uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:52 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -364,384 +364,384 @@ gl_FragCoord origin is upper left 0:54 move second child to first child ( temp 3-component vector of float) 0:54 'r00' ( temp 3-component vector of float) 0:54 Convert int to float ( temp 3-component vector of float) -0:54 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:54 i3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:54 Constant: 0:54 0 (const uint) 0:55 Sequence 0:55 move second child to first child ( temp 3-component vector of float) 0:55 'r01' ( temp 3-component vector of float) 0:55 Convert bool to float ( temp 3-component vector of float) -0:55 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:55 b3: direct index for structure ( uniform 3-component vector of bool) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:55 Constant: 0:55 1 (const uint) 0:56 Sequence 0:56 move second child to first child ( temp 3-component vector of float) 0:56 'r02' ( temp 3-component vector of float) 0:56 Convert uint to float ( temp 3-component vector of float) -0:56 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:56 u3: direct index for structure ( uniform 3-component vector of uint) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:56 Constant: 0:56 3 (const uint) 0:57 Sequence 0:57 move second child to first child ( temp 3-component vector of float) 0:57 'r03' ( temp 3-component vector of float) 0:57 Convert double to float ( temp 3-component vector of float) -0:57 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:57 d3: direct index for structure ( uniform 3-component vector of double) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:57 Constant: 0:57 4 (const uint) 0:59 Sequence 0:59 move second child to first child ( temp 3-component vector of int) 0:59 'r10' ( temp 3-component vector of int) 0:59 Convert bool to int ( temp 3-component vector of int) -0:59 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:59 b3: direct index for structure ( uniform 3-component vector of bool) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:59 Constant: 0:59 1 (const uint) 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of int) 0:60 'r11' ( temp 3-component vector of int) 0:60 Convert uint to int ( temp 3-component vector of int) -0:60 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:60 u3: direct index for structure ( uniform 3-component vector of uint) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:60 Constant: 0:60 3 (const uint) 0:61 Sequence 0:61 move second child to first child ( temp 3-component vector of int) 0:61 'r12' ( temp 3-component vector of int) 0:61 Convert float to int ( temp 3-component vector of int) -0:61 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:61 f3: direct index for structure ( uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:61 Constant: 0:61 2 (const uint) 0:62 Sequence 0:62 move second child to first child ( temp 3-component vector of int) 0:62 'r13' ( temp 3-component vector of int) 0:62 Convert double to int ( temp 3-component vector of int) -0:62 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:62 d3: direct index for structure ( uniform 3-component vector of double) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:62 Constant: 0:62 4 (const uint) 0:64 Sequence 0:64 move second child to first child ( temp 3-component vector of uint) 0:64 'r20' ( temp 3-component vector of uint) 0:64 Convert bool to uint ( temp 3-component vector of uint) -0:64 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:64 b3: direct index for structure ( uniform 3-component vector of bool) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence 0:65 move second child to first child ( temp 3-component vector of uint) 0:65 'r21' ( temp 3-component vector of uint) 0:65 Convert int to uint ( temp 3-component vector of uint) -0:65 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:65 i3: direct index for structure ( uniform 3-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:65 Constant: 0:65 0 (const uint) 0:66 Sequence 0:66 move second child to first child ( temp 3-component vector of uint) 0:66 'r22' ( temp 3-component vector of uint) 0:66 Convert float to uint ( temp 3-component vector of uint) -0:66 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:66 f3: direct index for structure ( uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:66 Constant: 0:66 2 (const uint) 0:67 Sequence 0:67 move second child to first child ( temp 3-component vector of uint) 0:67 'r23' ( temp 3-component vector of uint) 0:67 Convert double to uint ( temp 3-component vector of uint) -0:67 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:67 d3: direct index for structure ( uniform 3-component vector of double) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:67 Constant: 0:67 4 (const uint) 0:69 Sequence 0:69 move second child to first child ( temp 3-component vector of bool) 0:69 'r30' ( temp 3-component vector of bool) 0:69 Convert int to bool ( temp 3-component vector of bool) -0:69 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:69 i3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:69 Constant: 0:69 0 (const uint) 0:70 Sequence 0:70 move second child to first child ( temp 3-component vector of bool) 0:70 'r31' ( temp 3-component vector of bool) 0:70 Convert uint to bool ( temp 3-component vector of bool) -0:70 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:70 u3: direct index for structure ( uniform 3-component vector of uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:70 Constant: 0:70 3 (const uint) 0:71 Sequence 0:71 move second child to first child ( temp 3-component vector of bool) 0:71 'r32' ( temp 3-component vector of bool) 0:71 Convert float to bool ( temp 3-component vector of bool) -0:71 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:71 f3: direct index for structure ( uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:71 Constant: 0:71 2 (const uint) 0:72 Sequence 0:72 move second child to first child ( temp 3-component vector of bool) 0:72 'r33' ( temp 3-component vector of bool) 0:72 Convert double to bool ( temp 3-component vector of bool) -0:72 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:72 d3: direct index for structure ( uniform 3-component vector of double) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:72 Constant: 0:72 4 (const uint) 0:74 Sequence 0:74 move second child to first child ( temp 3-component vector of double) 0:74 'r40' ( temp 3-component vector of double) 0:74 Convert int to double ( temp 3-component vector of double) -0:74 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:74 i3: direct index for structure ( uniform 3-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:74 Constant: 0:74 0 (const uint) 0:75 Sequence 0:75 move second child to first child ( temp 3-component vector of double) 0:75 'r41' ( temp 3-component vector of double) 0:75 Convert uint to double ( temp 3-component vector of double) -0:75 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:75 u3: direct index for structure ( uniform 3-component vector of uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:75 Constant: 0:75 3 (const uint) 0:76 Sequence 0:76 move second child to first child ( temp 3-component vector of double) 0:76 'r42' ( temp 3-component vector of double) 0:76 Convert float to double ( temp 3-component vector of double) -0:76 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:76 f3: direct index for structure ( uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:76 Constant: 0:76 2 (const uint) 0:77 Sequence 0:77 move second child to first child ( temp 3-component vector of double) 0:77 'r43' ( temp 3-component vector of double) 0:77 Convert bool to double ( temp 3-component vector of double) -0:77 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:77 b3: direct index for structure ( uniform 3-component vector of bool) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:77 Constant: 0:77 1 (const uint) 0:80 multiply second child into first child ( temp 3-component vector of float) 0:80 'r00' ( temp 3-component vector of float) 0:80 Convert int to float ( temp 3-component vector of float) -0:80 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:80 i3: direct index for structure ( uniform 3-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:80 Constant: 0:80 0 (const uint) 0:81 multiply second child into first child ( temp 3-component vector of float) 0:81 'r01' ( temp 3-component vector of float) 0:81 Convert bool to float ( temp 3-component vector of float) -0:81 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:81 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:81 b3: direct index for structure ( uniform 3-component vector of bool) +0:81 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:81 Constant: 0:81 1 (const uint) 0:82 multiply second child into first child ( temp 3-component vector of float) 0:82 'r02' ( temp 3-component vector of float) 0:82 Convert uint to float ( temp 3-component vector of float) -0:82 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:82 u3: direct index for structure ( uniform 3-component vector of uint) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:82 Constant: 0:82 3 (const uint) 0:83 multiply second child into first child ( temp 3-component vector of float) 0:83 'r03' ( temp 3-component vector of float) 0:83 Convert double to float ( temp 3-component vector of float) -0:83 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:83 d3: direct index for structure ( uniform 3-component vector of double) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:83 Constant: 0:83 4 (const uint) 0:85 multiply second child into first child ( temp 3-component vector of int) 0:85 'r10' ( temp 3-component vector of int) 0:85 Convert bool to int ( temp 3-component vector of int) -0:85 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:85 b3: direct index for structure ( uniform 3-component vector of bool) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:85 Constant: 0:85 1 (const uint) 0:86 multiply second child into first child ( temp 3-component vector of int) 0:86 'r11' ( temp 3-component vector of int) 0:86 Convert uint to int ( temp 3-component vector of int) -0:86 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:86 u3: direct index for structure ( uniform 3-component vector of uint) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:86 Constant: 0:86 3 (const uint) 0:87 multiply second child into first child ( temp 3-component vector of int) 0:87 'r12' ( temp 3-component vector of int) 0:87 Convert float to int ( temp 3-component vector of int) -0:87 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:87 f3: direct index for structure ( uniform 3-component vector of float) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:87 Constant: 0:87 2 (const uint) 0:88 multiply second child into first child ( temp 3-component vector of int) 0:88 'r13' ( temp 3-component vector of int) 0:88 Convert double to int ( temp 3-component vector of int) -0:88 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:88 d3: direct index for structure ( uniform 3-component vector of double) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:88 Constant: 0:88 4 (const uint) 0:90 multiply second child into first child ( temp 3-component vector of uint) 0:90 'r20' ( temp 3-component vector of uint) 0:90 Convert bool to uint ( temp 3-component vector of uint) -0:90 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:90 b3: direct index for structure ( uniform 3-component vector of bool) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:90 Constant: 0:90 1 (const uint) 0:91 multiply second child into first child ( temp 3-component vector of uint) 0:91 'r21' ( temp 3-component vector of uint) 0:91 Convert int to uint ( temp 3-component vector of uint) -0:91 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:91 i3: direct index for structure ( uniform 3-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:91 Constant: 0:91 0 (const uint) 0:92 multiply second child into first child ( temp 3-component vector of uint) 0:92 'r22' ( temp 3-component vector of uint) 0:92 Convert float to uint ( temp 3-component vector of uint) -0:92 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:92 f3: direct index for structure ( uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:92 Constant: 0:92 2 (const uint) 0:93 multiply second child into first child ( temp 3-component vector of uint) 0:93 'r23' ( temp 3-component vector of uint) 0:93 Convert double to uint ( temp 3-component vector of uint) -0:93 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:93 d3: direct index for structure ( uniform 3-component vector of double) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:93 Constant: 0:93 4 (const uint) 0:97 multiply second child into first child ( temp 3-component vector of double) 0:97 'r40' ( temp 3-component vector of double) 0:97 Convert int to double ( temp 3-component vector of double) -0:97 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:97 i3: direct index for structure ( uniform 3-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:97 Constant: 0:97 0 (const uint) 0:98 multiply second child into first child ( temp 3-component vector of double) 0:98 'r41' ( temp 3-component vector of double) 0:98 Convert uint to double ( temp 3-component vector of double) -0:98 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:98 u3: direct index for structure ( uniform 3-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:98 Constant: 0:98 3 (const uint) 0:99 multiply second child into first child ( temp 3-component vector of double) 0:99 'r42' ( temp 3-component vector of double) 0:99 Convert float to double ( temp 3-component vector of double) -0:99 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:99 f3: direct index for structure ( uniform 3-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:99 Constant: 0:99 2 (const uint) 0:100 multiply second child into first child ( temp 3-component vector of double) 0:100 'r43' ( temp 3-component vector of double) 0:100 Convert bool to double ( temp 3-component vector of double) -0:100 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:100 b3: direct index for structure ( uniform 3-component vector of bool) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:100 Constant: 0:100 1 (const uint) 0:103 vector scale second child into first child ( temp 3-component vector of float) 0:103 'r00' ( temp 3-component vector of float) 0:103 Convert int to float ( temp float) -0:103 is: direct index for structure (layout( offset=88) uniform int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:103 is: direct index for structure ( uniform int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:103 Constant: 0:103 5 (const uint) 0:104 vector scale second child into first child ( temp 3-component vector of float) 0:104 'r01' ( temp 3-component vector of float) 0:104 Convert bool to float ( temp float) -0:104 bs: direct index for structure (layout( offset=92) uniform bool) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:104 bs: direct index for structure ( uniform bool) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:104 Constant: 0:104 6 (const uint) 0:105 vector scale second child into first child ( temp 3-component vector of float) 0:105 'r02' ( temp 3-component vector of float) 0:105 Convert uint to float ( temp float) -0:105 us: direct index for structure (layout( offset=100) uniform uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:105 us: direct index for structure ( uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:105 Constant: 0:105 8 (const uint) 0:106 vector scale second child into first child ( temp 3-component vector of float) 0:106 'r03' ( temp 3-component vector of float) 0:106 Convert double to float ( temp float) -0:106 ds: direct index for structure (layout( offset=104) uniform double) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:106 ds: direct index for structure ( uniform double) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:106 Constant: 0:106 9 (const uint) 0:108 vector scale second child into first child ( temp 3-component vector of int) 0:108 'r10' ( temp 3-component vector of int) 0:108 Convert bool to int ( temp int) -0:108 bs: direct index for structure (layout( offset=92) uniform bool) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:108 bs: direct index for structure ( uniform bool) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:108 Constant: 0:108 6 (const uint) 0:109 vector scale second child into first child ( temp 3-component vector of int) 0:109 'r11' ( temp 3-component vector of int) 0:109 Convert uint to int ( temp int) -0:109 us: direct index for structure (layout( offset=100) uniform uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:109 us: direct index for structure ( uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:109 Constant: 0:109 8 (const uint) 0:110 vector scale second child into first child ( temp 3-component vector of int) 0:110 'r12' ( temp 3-component vector of int) 0:110 Convert float to int ( temp int) -0:110 fs: direct index for structure (layout( offset=96) uniform float) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:110 fs: direct index for structure ( uniform float) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:110 Constant: 0:110 7 (const uint) 0:111 vector scale second child into first child ( temp 3-component vector of int) 0:111 'r13' ( temp 3-component vector of int) 0:111 Convert double to int ( temp int) -0:111 ds: direct index for structure (layout( offset=104) uniform double) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:111 ds: direct index for structure ( uniform double) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:111 Constant: 0:111 9 (const uint) 0:113 vector scale second child into first child ( temp 3-component vector of uint) 0:113 'r20' ( temp 3-component vector of uint) 0:113 Convert bool to uint ( temp uint) -0:113 bs: direct index for structure (layout( offset=92) uniform bool) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:113 bs: direct index for structure ( uniform bool) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:113 Constant: 0:113 6 (const uint) 0:114 vector scale second child into first child ( temp 3-component vector of uint) 0:114 'r21' ( temp 3-component vector of uint) 0:114 Convert int to uint ( temp uint) -0:114 is: direct index for structure (layout( offset=88) uniform int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:114 is: direct index for structure ( uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:114 Constant: 0:114 5 (const uint) 0:115 vector scale second child into first child ( temp 3-component vector of uint) 0:115 'r22' ( temp 3-component vector of uint) 0:115 Convert float to uint ( temp uint) -0:115 fs: direct index for structure (layout( offset=96) uniform float) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:115 fs: direct index for structure ( uniform float) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:115 Constant: 0:115 7 (const uint) 0:116 vector scale second child into first child ( temp 3-component vector of uint) 0:116 'r23' ( temp 3-component vector of uint) 0:116 Convert double to uint ( temp uint) -0:116 ds: direct index for structure (layout( offset=104) uniform double) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:116 ds: direct index for structure ( uniform double) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:116 Constant: 0:116 9 (const uint) 0:120 vector scale second child into first child ( temp 3-component vector of double) 0:120 'r40' ( temp 3-component vector of double) 0:120 Convert int to double ( temp double) -0:120 is: direct index for structure (layout( offset=88) uniform int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:120 is: direct index for structure ( uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:120 Constant: 0:120 5 (const uint) 0:121 vector scale second child into first child ( temp 3-component vector of double) 0:121 'r41' ( temp 3-component vector of double) 0:121 Convert uint to double ( temp double) -0:121 us: direct index for structure (layout( offset=100) uniform uint) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:121 us: direct index for structure ( uniform uint) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:121 Constant: 0:121 8 (const uint) 0:122 vector scale second child into first child ( temp 3-component vector of double) 0:122 'r42' ( temp 3-component vector of double) 0:122 Convert float to double ( temp double) -0:122 fs: direct index for structure (layout( offset=96) uniform float) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:122 fs: direct index for structure ( uniform float) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:122 Constant: 0:122 7 (const uint) 0:123 vector scale second child into first child ( temp 3-component vector of double) 0:123 'r43' ( temp 3-component vector of double) 0:123 Convert bool to double ( temp double) -0:123 bs: direct index for structure (layout( offset=92) uniform bool) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:123 bs: direct index for structure ( uniform bool) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:123 Constant: 0:123 6 (const uint) 0:193 Sequence @@ -785,7 +785,7 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -817,14 +817,14 @@ gl_FragCoord origin is upper left 0:26 move second child to first child ( temp 3-component vector of float) 0:26 'p' ( out 3-component vector of float) 0:26 Convert int to float ( temp 3-component vector of float) -0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:26 i3: direct index for structure ( uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:26 Branch: Return with expression 0:26 Convert int to float ( temp 3-component vector of float) -0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:26 i3: direct index for structure ( uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:27 Function Definition: Fn_R_F3U(vf3; ( temp 3-component vector of float) @@ -834,14 +834,14 @@ gl_FragCoord origin is upper left 0:27 move second child to first child ( temp 3-component vector of float) 0:27 'p' ( out 3-component vector of float) 0:27 Convert uint to float ( temp 3-component vector of float) -0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:27 u3: direct index for structure ( uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:27 Branch: Return with expression 0:27 Convert uint to float ( temp 3-component vector of float) -0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:27 u3: direct index for structure ( uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:28 Function Definition: Fn_R_F3B(vf3; ( temp 3-component vector of float) @@ -851,14 +851,14 @@ gl_FragCoord origin is upper left 0:28 move second child to first child ( temp 3-component vector of float) 0:28 'p' ( out 3-component vector of float) 0:28 Convert bool to float ( temp 3-component vector of float) -0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:28 b3: direct index for structure ( uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:28 Branch: Return with expression 0:28 Convert bool to float ( temp 3-component vector of float) -0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:28 b3: direct index for structure ( uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:29 Function Definition: Fn_R_F3D(vf3; ( temp 3-component vector of float) @@ -868,14 +868,14 @@ gl_FragCoord origin is upper left 0:29 move second child to first child ( temp 3-component vector of float) 0:29 'p' ( out 3-component vector of float) 0:29 Convert double to float ( temp 3-component vector of float) -0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:29 d3: direct index for structure ( uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:29 Branch: Return with expression 0:29 Convert double to float ( temp 3-component vector of float) -0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:29 d3: direct index for structure ( uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:31 Function Definition: Fn_R_I3U(vi3; ( temp 3-component vector of int) @@ -885,14 +885,14 @@ gl_FragCoord origin is upper left 0:31 move second child to first child ( temp 3-component vector of int) 0:31 'p' ( out 3-component vector of int) 0:31 Convert uint to int ( temp 3-component vector of int) -0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:31 u3: direct index for structure ( uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:31 Branch: Return with expression 0:31 Convert uint to int ( temp 3-component vector of int) -0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:31 u3: direct index for structure ( uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:32 Function Definition: Fn_R_I3B(vi3; ( temp 3-component vector of int) @@ -902,14 +902,14 @@ gl_FragCoord origin is upper left 0:32 move second child to first child ( temp 3-component vector of int) 0:32 'p' ( out 3-component vector of int) 0:32 Convert bool to int ( temp 3-component vector of int) -0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:32 b3: direct index for structure ( uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:32 Branch: Return with expression 0:32 Convert bool to int ( temp 3-component vector of int) -0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:32 b3: direct index for structure ( uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:33 Function Definition: Fn_R_I3F(vi3; ( temp 3-component vector of int) @@ -919,14 +919,14 @@ gl_FragCoord origin is upper left 0:33 move second child to first child ( temp 3-component vector of int) 0:33 'p' ( out 3-component vector of int) 0:33 Convert float to int ( temp 3-component vector of int) -0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:33 f3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:33 Branch: Return with expression 0:33 Convert float to int ( temp 3-component vector of int) -0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:33 f3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:34 Function Definition: Fn_R_I3D(vi3; ( temp 3-component vector of int) @@ -936,14 +936,14 @@ gl_FragCoord origin is upper left 0:34 move second child to first child ( temp 3-component vector of int) 0:34 'p' ( out 3-component vector of int) 0:34 Convert double to int ( temp 3-component vector of int) -0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:34 d3: direct index for structure ( uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:34 Branch: Return with expression 0:34 Convert double to int ( temp 3-component vector of int) -0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:34 d3: direct index for structure ( uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:36 Function Definition: Fn_R_U3I(vu3; ( temp 3-component vector of uint) @@ -953,14 +953,14 @@ gl_FragCoord origin is upper left 0:36 move second child to first child ( temp 3-component vector of uint) 0:36 'p' ( out 3-component vector of uint) 0:36 Convert int to uint ( temp 3-component vector of uint) -0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:36 i3: direct index for structure ( uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:36 Branch: Return with expression 0:36 Convert int to uint ( temp 3-component vector of uint) -0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:36 i3: direct index for structure ( uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:37 Function Definition: Fn_R_U3F(vu3; ( temp 3-component vector of uint) @@ -970,14 +970,14 @@ gl_FragCoord origin is upper left 0:37 move second child to first child ( temp 3-component vector of uint) 0:37 'p' ( out 3-component vector of uint) 0:37 Convert float to uint ( temp 3-component vector of uint) -0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:37 f3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:37 Branch: Return with expression 0:37 Convert float to uint ( temp 3-component vector of uint) -0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:37 f3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:38 Function Definition: Fn_R_U3B(vu3; ( temp 3-component vector of uint) @@ -987,14 +987,14 @@ gl_FragCoord origin is upper left 0:38 move second child to first child ( temp 3-component vector of uint) 0:38 'p' ( out 3-component vector of uint) 0:38 Convert bool to uint ( temp 3-component vector of uint) -0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:38 b3: direct index for structure ( uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:38 Branch: Return with expression 0:38 Convert bool to uint ( temp 3-component vector of uint) -0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:38 b3: direct index for structure ( uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:39 Function Definition: Fn_R_U3D(vu3; ( temp 3-component vector of uint) @@ -1004,14 +1004,14 @@ gl_FragCoord origin is upper left 0:39 move second child to first child ( temp 3-component vector of uint) 0:39 'p' ( out 3-component vector of uint) 0:39 Convert double to uint ( temp 3-component vector of uint) -0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:39 d3: direct index for structure ( uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:39 Branch: Return with expression 0:39 Convert double to uint ( temp 3-component vector of uint) -0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:39 d3: direct index for structure ( uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:41 Function Definition: Fn_R_B3I(vb3; ( temp 3-component vector of bool) @@ -1021,14 +1021,14 @@ gl_FragCoord origin is upper left 0:41 move second child to first child ( temp 3-component vector of bool) 0:41 'p' ( out 3-component vector of bool) 0:41 Convert int to bool ( temp 3-component vector of bool) -0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:41 i3: direct index for structure ( uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:41 Branch: Return with expression 0:41 Convert int to bool ( temp 3-component vector of bool) -0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:41 i3: direct index for structure ( uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:42 Function Definition: Fn_R_B3U(vb3; ( temp 3-component vector of bool) @@ -1038,14 +1038,14 @@ gl_FragCoord origin is upper left 0:42 move second child to first child ( temp 3-component vector of bool) 0:42 'p' ( out 3-component vector of bool) 0:42 Convert uint to bool ( temp 3-component vector of bool) -0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:42 u3: direct index for structure ( uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:42 Branch: Return with expression 0:42 Convert uint to bool ( temp 3-component vector of bool) -0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:42 u3: direct index for structure ( uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:43 Function Definition: Fn_R_B3F(vb3; ( temp 3-component vector of bool) @@ -1055,14 +1055,14 @@ gl_FragCoord origin is upper left 0:43 move second child to first child ( temp 3-component vector of bool) 0:43 'p' ( out 3-component vector of bool) 0:43 Convert float to bool ( temp 3-component vector of bool) -0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:43 f3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:43 Branch: Return with expression 0:43 Convert float to bool ( temp 3-component vector of bool) -0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:43 f3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:44 Function Definition: Fn_R_B3D(vb3; ( temp 3-component vector of bool) @@ -1072,14 +1072,14 @@ gl_FragCoord origin is upper left 0:44 move second child to first child ( temp 3-component vector of bool) 0:44 'p' ( out 3-component vector of bool) 0:44 Convert double to bool ( temp 3-component vector of bool) -0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:44 d3: direct index for structure ( uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:44 Branch: Return with expression 0:44 Convert double to bool ( temp 3-component vector of bool) -0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:44 d3: direct index for structure ( uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:46 Function Definition: Fn_R_D3I(vd3; ( temp 3-component vector of double) @@ -1089,14 +1089,14 @@ gl_FragCoord origin is upper left 0:46 move second child to first child ( temp 3-component vector of double) 0:46 'p' ( out 3-component vector of double) 0:46 Convert int to double ( temp 3-component vector of double) -0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:46 i3: direct index for structure ( uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:46 Branch: Return with expression 0:46 Convert int to double ( temp 3-component vector of double) -0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:46 i3: direct index for structure ( uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:47 Function Definition: Fn_R_D3U(vd3; ( temp 3-component vector of double) @@ -1106,14 +1106,14 @@ gl_FragCoord origin is upper left 0:47 move second child to first child ( temp 3-component vector of double) 0:47 'p' ( out 3-component vector of double) 0:47 Convert uint to double ( temp 3-component vector of double) -0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:47 u3: direct index for structure ( uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:47 Branch: Return with expression 0:47 Convert uint to double ( temp 3-component vector of double) -0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:47 u3: direct index for structure ( uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:48 Function Definition: Fn_R_D3B(vd3; ( temp 3-component vector of double) @@ -1123,14 +1123,14 @@ gl_FragCoord origin is upper left 0:48 move second child to first child ( temp 3-component vector of double) 0:48 'p' ( out 3-component vector of double) 0:48 Convert bool to double ( temp 3-component vector of double) -0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:48 b3: direct index for structure ( uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:48 Branch: Return with expression 0:48 Convert bool to double ( temp 3-component vector of double) -0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:48 b3: direct index for structure ( uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:49 Function Definition: Fn_R_D3F(vd3; ( temp 3-component vector of double) @@ -1140,14 +1140,14 @@ gl_FragCoord origin is upper left 0:49 move second child to first child ( temp 3-component vector of double) 0:49 'p' ( out 3-component vector of double) 0:49 Convert float to double ( temp 3-component vector of double) -0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:49 f3: direct index for structure ( uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:49 Branch: Return with expression 0:49 Convert float to double ( temp 3-component vector of double) -0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:49 f3: direct index for structure ( uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:52 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -1157,384 +1157,384 @@ gl_FragCoord origin is upper left 0:54 move second child to first child ( temp 3-component vector of float) 0:54 'r00' ( temp 3-component vector of float) 0:54 Convert int to float ( temp 3-component vector of float) -0:54 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:54 i3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:54 Constant: 0:54 0 (const uint) 0:55 Sequence 0:55 move second child to first child ( temp 3-component vector of float) 0:55 'r01' ( temp 3-component vector of float) 0:55 Convert bool to float ( temp 3-component vector of float) -0:55 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:55 b3: direct index for structure ( uniform 3-component vector of bool) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:55 Constant: 0:55 1 (const uint) 0:56 Sequence 0:56 move second child to first child ( temp 3-component vector of float) 0:56 'r02' ( temp 3-component vector of float) 0:56 Convert uint to float ( temp 3-component vector of float) -0:56 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:56 u3: direct index for structure ( uniform 3-component vector of uint) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:56 Constant: 0:56 3 (const uint) 0:57 Sequence 0:57 move second child to first child ( temp 3-component vector of float) 0:57 'r03' ( temp 3-component vector of float) 0:57 Convert double to float ( temp 3-component vector of float) -0:57 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:57 d3: direct index for structure ( uniform 3-component vector of double) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:57 Constant: 0:57 4 (const uint) 0:59 Sequence 0:59 move second child to first child ( temp 3-component vector of int) 0:59 'r10' ( temp 3-component vector of int) 0:59 Convert bool to int ( temp 3-component vector of int) -0:59 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:59 b3: direct index for structure ( uniform 3-component vector of bool) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:59 Constant: 0:59 1 (const uint) 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of int) 0:60 'r11' ( temp 3-component vector of int) 0:60 Convert uint to int ( temp 3-component vector of int) -0:60 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:60 u3: direct index for structure ( uniform 3-component vector of uint) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:60 Constant: 0:60 3 (const uint) 0:61 Sequence 0:61 move second child to first child ( temp 3-component vector of int) 0:61 'r12' ( temp 3-component vector of int) 0:61 Convert float to int ( temp 3-component vector of int) -0:61 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:61 f3: direct index for structure ( uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:61 Constant: 0:61 2 (const uint) 0:62 Sequence 0:62 move second child to first child ( temp 3-component vector of int) 0:62 'r13' ( temp 3-component vector of int) 0:62 Convert double to int ( temp 3-component vector of int) -0:62 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:62 d3: direct index for structure ( uniform 3-component vector of double) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:62 Constant: 0:62 4 (const uint) 0:64 Sequence 0:64 move second child to first child ( temp 3-component vector of uint) 0:64 'r20' ( temp 3-component vector of uint) 0:64 Convert bool to uint ( temp 3-component vector of uint) -0:64 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:64 b3: direct index for structure ( uniform 3-component vector of bool) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence 0:65 move second child to first child ( temp 3-component vector of uint) 0:65 'r21' ( temp 3-component vector of uint) 0:65 Convert int to uint ( temp 3-component vector of uint) -0:65 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:65 i3: direct index for structure ( uniform 3-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:65 Constant: 0:65 0 (const uint) 0:66 Sequence 0:66 move second child to first child ( temp 3-component vector of uint) 0:66 'r22' ( temp 3-component vector of uint) 0:66 Convert float to uint ( temp 3-component vector of uint) -0:66 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:66 f3: direct index for structure ( uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:66 Constant: 0:66 2 (const uint) 0:67 Sequence 0:67 move second child to first child ( temp 3-component vector of uint) 0:67 'r23' ( temp 3-component vector of uint) 0:67 Convert double to uint ( temp 3-component vector of uint) -0:67 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:67 d3: direct index for structure ( uniform 3-component vector of double) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:67 Constant: 0:67 4 (const uint) 0:69 Sequence 0:69 move second child to first child ( temp 3-component vector of bool) 0:69 'r30' ( temp 3-component vector of bool) 0:69 Convert int to bool ( temp 3-component vector of bool) -0:69 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:69 i3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:69 Constant: 0:69 0 (const uint) 0:70 Sequence 0:70 move second child to first child ( temp 3-component vector of bool) 0:70 'r31' ( temp 3-component vector of bool) 0:70 Convert uint to bool ( temp 3-component vector of bool) -0:70 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:70 u3: direct index for structure ( uniform 3-component vector of uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:70 Constant: 0:70 3 (const uint) 0:71 Sequence 0:71 move second child to first child ( temp 3-component vector of bool) 0:71 'r32' ( temp 3-component vector of bool) 0:71 Convert float to bool ( temp 3-component vector of bool) -0:71 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:71 f3: direct index for structure ( uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:71 Constant: 0:71 2 (const uint) 0:72 Sequence 0:72 move second child to first child ( temp 3-component vector of bool) 0:72 'r33' ( temp 3-component vector of bool) 0:72 Convert double to bool ( temp 3-component vector of bool) -0:72 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:72 d3: direct index for structure ( uniform 3-component vector of double) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:72 Constant: 0:72 4 (const uint) 0:74 Sequence 0:74 move second child to first child ( temp 3-component vector of double) 0:74 'r40' ( temp 3-component vector of double) 0:74 Convert int to double ( temp 3-component vector of double) -0:74 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:74 i3: direct index for structure ( uniform 3-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:74 Constant: 0:74 0 (const uint) 0:75 Sequence 0:75 move second child to first child ( temp 3-component vector of double) 0:75 'r41' ( temp 3-component vector of double) 0:75 Convert uint to double ( temp 3-component vector of double) -0:75 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:75 u3: direct index for structure ( uniform 3-component vector of uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:75 Constant: 0:75 3 (const uint) 0:76 Sequence 0:76 move second child to first child ( temp 3-component vector of double) 0:76 'r42' ( temp 3-component vector of double) 0:76 Convert float to double ( temp 3-component vector of double) -0:76 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:76 f3: direct index for structure ( uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:76 Constant: 0:76 2 (const uint) 0:77 Sequence 0:77 move second child to first child ( temp 3-component vector of double) 0:77 'r43' ( temp 3-component vector of double) 0:77 Convert bool to double ( temp 3-component vector of double) -0:77 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:77 b3: direct index for structure ( uniform 3-component vector of bool) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:77 Constant: 0:77 1 (const uint) 0:80 multiply second child into first child ( temp 3-component vector of float) 0:80 'r00' ( temp 3-component vector of float) 0:80 Convert int to float ( temp 3-component vector of float) -0:80 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:80 i3: direct index for structure ( uniform 3-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:80 Constant: 0:80 0 (const uint) 0:81 multiply second child into first child ( temp 3-component vector of float) 0:81 'r01' ( temp 3-component vector of float) 0:81 Convert bool to float ( temp 3-component vector of float) -0:81 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:81 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:81 b3: direct index for structure ( uniform 3-component vector of bool) +0:81 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:81 Constant: 0:81 1 (const uint) 0:82 multiply second child into first child ( temp 3-component vector of float) 0:82 'r02' ( temp 3-component vector of float) 0:82 Convert uint to float ( temp 3-component vector of float) -0:82 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:82 u3: direct index for structure ( uniform 3-component vector of uint) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:82 Constant: 0:82 3 (const uint) 0:83 multiply second child into first child ( temp 3-component vector of float) 0:83 'r03' ( temp 3-component vector of float) 0:83 Convert double to float ( temp 3-component vector of float) -0:83 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:83 d3: direct index for structure ( uniform 3-component vector of double) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:83 Constant: 0:83 4 (const uint) 0:85 multiply second child into first child ( temp 3-component vector of int) 0:85 'r10' ( temp 3-component vector of int) 0:85 Convert bool to int ( temp 3-component vector of int) -0:85 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:85 b3: direct index for structure ( uniform 3-component vector of bool) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:85 Constant: 0:85 1 (const uint) 0:86 multiply second child into first child ( temp 3-component vector of int) 0:86 'r11' ( temp 3-component vector of int) 0:86 Convert uint to int ( temp 3-component vector of int) -0:86 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:86 u3: direct index for structure ( uniform 3-component vector of uint) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:86 Constant: 0:86 3 (const uint) 0:87 multiply second child into first child ( temp 3-component vector of int) 0:87 'r12' ( temp 3-component vector of int) 0:87 Convert float to int ( temp 3-component vector of int) -0:87 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:87 f3: direct index for structure ( uniform 3-component vector of float) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:87 Constant: 0:87 2 (const uint) 0:88 multiply second child into first child ( temp 3-component vector of int) 0:88 'r13' ( temp 3-component vector of int) 0:88 Convert double to int ( temp 3-component vector of int) -0:88 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:88 d3: direct index for structure ( uniform 3-component vector of double) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:88 Constant: 0:88 4 (const uint) 0:90 multiply second child into first child ( temp 3-component vector of uint) 0:90 'r20' ( temp 3-component vector of uint) 0:90 Convert bool to uint ( temp 3-component vector of uint) -0:90 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:90 b3: direct index for structure ( uniform 3-component vector of bool) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:90 Constant: 0:90 1 (const uint) 0:91 multiply second child into first child ( temp 3-component vector of uint) 0:91 'r21' ( temp 3-component vector of uint) 0:91 Convert int to uint ( temp 3-component vector of uint) -0:91 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:91 i3: direct index for structure ( uniform 3-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:91 Constant: 0:91 0 (const uint) 0:92 multiply second child into first child ( temp 3-component vector of uint) 0:92 'r22' ( temp 3-component vector of uint) 0:92 Convert float to uint ( temp 3-component vector of uint) -0:92 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:92 f3: direct index for structure ( uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:92 Constant: 0:92 2 (const uint) 0:93 multiply second child into first child ( temp 3-component vector of uint) 0:93 'r23' ( temp 3-component vector of uint) 0:93 Convert double to uint ( temp 3-component vector of uint) -0:93 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:93 d3: direct index for structure ( uniform 3-component vector of double) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:93 Constant: 0:93 4 (const uint) 0:97 multiply second child into first child ( temp 3-component vector of double) 0:97 'r40' ( temp 3-component vector of double) 0:97 Convert int to double ( temp 3-component vector of double) -0:97 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:97 i3: direct index for structure ( uniform 3-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:97 Constant: 0:97 0 (const uint) 0:98 multiply second child into first child ( temp 3-component vector of double) 0:98 'r41' ( temp 3-component vector of double) 0:98 Convert uint to double ( temp 3-component vector of double) -0:98 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:98 u3: direct index for structure ( uniform 3-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:98 Constant: 0:98 3 (const uint) 0:99 multiply second child into first child ( temp 3-component vector of double) 0:99 'r42' ( temp 3-component vector of double) 0:99 Convert float to double ( temp 3-component vector of double) -0:99 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:99 f3: direct index for structure ( uniform 3-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:99 Constant: 0:99 2 (const uint) 0:100 multiply second child into first child ( temp 3-component vector of double) 0:100 'r43' ( temp 3-component vector of double) 0:100 Convert bool to double ( temp 3-component vector of double) -0:100 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:100 b3: direct index for structure ( uniform 3-component vector of bool) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:100 Constant: 0:100 1 (const uint) 0:103 vector scale second child into first child ( temp 3-component vector of float) 0:103 'r00' ( temp 3-component vector of float) 0:103 Convert int to float ( temp float) -0:103 is: direct index for structure (layout( offset=88) uniform int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:103 is: direct index for structure ( uniform int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:103 Constant: 0:103 5 (const uint) 0:104 vector scale second child into first child ( temp 3-component vector of float) 0:104 'r01' ( temp 3-component vector of float) 0:104 Convert bool to float ( temp float) -0:104 bs: direct index for structure (layout( offset=92) uniform bool) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:104 bs: direct index for structure ( uniform bool) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:104 Constant: 0:104 6 (const uint) 0:105 vector scale second child into first child ( temp 3-component vector of float) 0:105 'r02' ( temp 3-component vector of float) 0:105 Convert uint to float ( temp float) -0:105 us: direct index for structure (layout( offset=100) uniform uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:105 us: direct index for structure ( uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:105 Constant: 0:105 8 (const uint) 0:106 vector scale second child into first child ( temp 3-component vector of float) 0:106 'r03' ( temp 3-component vector of float) 0:106 Convert double to float ( temp float) -0:106 ds: direct index for structure (layout( offset=104) uniform double) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:106 ds: direct index for structure ( uniform double) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:106 Constant: 0:106 9 (const uint) 0:108 vector scale second child into first child ( temp 3-component vector of int) 0:108 'r10' ( temp 3-component vector of int) 0:108 Convert bool to int ( temp int) -0:108 bs: direct index for structure (layout( offset=92) uniform bool) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:108 bs: direct index for structure ( uniform bool) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:108 Constant: 0:108 6 (const uint) 0:109 vector scale second child into first child ( temp 3-component vector of int) 0:109 'r11' ( temp 3-component vector of int) 0:109 Convert uint to int ( temp int) -0:109 us: direct index for structure (layout( offset=100) uniform uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:109 us: direct index for structure ( uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:109 Constant: 0:109 8 (const uint) 0:110 vector scale second child into first child ( temp 3-component vector of int) 0:110 'r12' ( temp 3-component vector of int) 0:110 Convert float to int ( temp int) -0:110 fs: direct index for structure (layout( offset=96) uniform float) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:110 fs: direct index for structure ( uniform float) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:110 Constant: 0:110 7 (const uint) 0:111 vector scale second child into first child ( temp 3-component vector of int) 0:111 'r13' ( temp 3-component vector of int) 0:111 Convert double to int ( temp int) -0:111 ds: direct index for structure (layout( offset=104) uniform double) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:111 ds: direct index for structure ( uniform double) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:111 Constant: 0:111 9 (const uint) 0:113 vector scale second child into first child ( temp 3-component vector of uint) 0:113 'r20' ( temp 3-component vector of uint) 0:113 Convert bool to uint ( temp uint) -0:113 bs: direct index for structure (layout( offset=92) uniform bool) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:113 bs: direct index for structure ( uniform bool) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:113 Constant: 0:113 6 (const uint) 0:114 vector scale second child into first child ( temp 3-component vector of uint) 0:114 'r21' ( temp 3-component vector of uint) 0:114 Convert int to uint ( temp uint) -0:114 is: direct index for structure (layout( offset=88) uniform int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:114 is: direct index for structure ( uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:114 Constant: 0:114 5 (const uint) 0:115 vector scale second child into first child ( temp 3-component vector of uint) 0:115 'r22' ( temp 3-component vector of uint) 0:115 Convert float to uint ( temp uint) -0:115 fs: direct index for structure (layout( offset=96) uniform float) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:115 fs: direct index for structure ( uniform float) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:115 Constant: 0:115 7 (const uint) 0:116 vector scale second child into first child ( temp 3-component vector of uint) 0:116 'r23' ( temp 3-component vector of uint) 0:116 Convert double to uint ( temp uint) -0:116 ds: direct index for structure (layout( offset=104) uniform double) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:116 ds: direct index for structure ( uniform double) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:116 Constant: 0:116 9 (const uint) 0:120 vector scale second child into first child ( temp 3-component vector of double) 0:120 'r40' ( temp 3-component vector of double) 0:120 Convert int to double ( temp double) -0:120 is: direct index for structure (layout( offset=88) uniform int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:120 is: direct index for structure ( uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:120 Constant: 0:120 5 (const uint) 0:121 vector scale second child into first child ( temp 3-component vector of double) 0:121 'r41' ( temp 3-component vector of double) 0:121 Convert uint to double ( temp double) -0:121 us: direct index for structure (layout( offset=100) uniform uint) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:121 us: direct index for structure ( uniform uint) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:121 Constant: 0:121 8 (const uint) 0:122 vector scale second child into first child ( temp 3-component vector of double) 0:122 'r42' ( temp 3-component vector of double) 0:122 Convert float to double ( temp double) -0:122 fs: direct index for structure (layout( offset=96) uniform float) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:122 fs: direct index for structure ( uniform float) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:122 Constant: 0:122 7 (const uint) 0:123 vector scale second child into first child ( temp 3-component vector of double) 0:123 'r43' ( temp 3-component vector of double) 0:123 Convert bool to double ( temp double) -0:123 bs: direct index for structure (layout( offset=92) uniform bool) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:123 bs: direct index for structure ( uniform bool) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:123 Constant: 0:123 6 (const uint) 0:193 Sequence @@ -1578,7 +1578,7 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.rw.atomics.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.rw.atomics.frag.out index d7b363d8e..a2e535849 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.rw.atomics.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.rw.atomics.frag.out @@ -7,1922 +7,1922 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 imageAtomicAdd ( temp int) 0:50 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:50 i1: direct index for structure (layout( offset=36) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:50 i1: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:50 Constant: 0:50 5 (const uint) -0:50 i1b: direct index for structure (layout( offset=60) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:50 i1b: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:50 Constant: 0:50 8 (const uint) 0:51 move second child to first child ( temp int) 0:51 'out_i1' ( temp int) 0:51 imageAtomicAdd ( temp int) 0:51 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:51 i1: direct index for structure (layout( offset=36) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:51 i1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) -0:51 i1: direct index for structure (layout( offset=36) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:51 i1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) 0:52 imageAtomicAnd ( temp int) 0:52 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:52 i1: direct index for structure (layout( offset=36) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:52 i1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:52 Constant: 0:52 5 (const uint) -0:52 i1b: direct index for structure (layout( offset=60) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:52 i1b: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:52 Constant: 0:52 8 (const uint) 0:53 move second child to first child ( temp int) 0:53 'out_i1' ( temp int) 0:53 imageAtomicAnd ( temp int) 0:53 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:53 i1: direct index for structure (layout( offset=36) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:53 i1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) -0:53 i1: direct index for structure (layout( offset=36) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:53 i1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) 0:54 move second child to first child ( temp int) 0:54 'out_i1' ( temp int) 0:54 imageAtomicCompSwap ( temp int) 0:54 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:54 i1: direct index for structure (layout( offset=36) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 5 (const uint) -0:54 i1b: direct index for structure (layout( offset=60) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1b: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 8 (const uint) -0:54 i1c: direct index for structure (layout( offset=64) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1c: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 9 (const uint) 0:55 move second child to first child ( temp int) 0:55 'out_i1' ( temp int) 0:55 imageAtomicExchange ( temp int) 0:55 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:55 i1: direct index for structure (layout( offset=36) uniform int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:55 i1: direct index for structure ( uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) -0:55 i1: direct index for structure (layout( offset=36) uniform int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:55 i1: direct index for structure ( uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) 0:56 imageAtomicMax ( temp int) 0:56 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:56 i1: direct index for structure (layout( offset=36) uniform int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:56 i1: direct index for structure ( uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:56 Constant: 0:56 5 (const uint) -0:56 i1b: direct index for structure (layout( offset=60) uniform int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:56 i1b: direct index for structure ( uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:56 Constant: 0:56 8 (const uint) 0:57 move second child to first child ( temp int) 0:57 'out_i1' ( temp int) 0:57 imageAtomicMax ( temp int) 0:57 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:57 i1: direct index for structure (layout( offset=36) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:57 i1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) -0:57 i1: direct index for structure (layout( offset=36) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:57 i1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) 0:58 imageAtomicMin ( temp int) 0:58 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:58 i1: direct index for structure (layout( offset=36) uniform int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:58 i1: direct index for structure ( uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:58 Constant: 0:58 5 (const uint) -0:58 i1b: direct index for structure (layout( offset=60) uniform int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:58 i1b: direct index for structure ( uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:58 Constant: 0:58 8 (const uint) 0:59 move second child to first child ( temp int) 0:59 'out_i1' ( temp int) 0:59 imageAtomicMin ( temp int) 0:59 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:59 i1: direct index for structure (layout( offset=36) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:59 i1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) -0:59 i1: direct index for structure (layout( offset=36) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:59 i1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) 0:60 imageAtomicOr ( temp int) 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:60 i1: direct index for structure (layout( offset=36) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:60 i1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:60 Constant: 0:60 5 (const uint) -0:60 i1b: direct index for structure (layout( offset=60) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:60 i1b: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:60 Constant: 0:60 8 (const uint) 0:61 move second child to first child ( temp int) 0:61 'out_i1' ( temp int) 0:61 imageAtomicOr ( temp int) 0:61 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:61 i1: direct index for structure (layout( offset=36) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:61 i1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) -0:61 i1: direct index for structure (layout( offset=36) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:61 i1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) 0:62 imageAtomicXor ( temp int) 0:62 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:62 i1: direct index for structure (layout( offset=36) uniform int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:62 i1: direct index for structure ( uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:62 Constant: 0:62 5 (const uint) -0:62 i1b: direct index for structure (layout( offset=60) uniform int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:62 i1b: direct index for structure ( uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:62 Constant: 0:62 8 (const uint) 0:63 move second child to first child ( temp int) 0:63 'out_i1' ( temp int) 0:63 imageAtomicXor ( temp int) 0:63 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:63 i1: direct index for structure (layout( offset=36) uniform int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:63 i1: direct index for structure ( uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) -0:63 i1: direct index for structure (layout( offset=36) uniform int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:63 i1: direct index for structure ( uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) 0:66 imageAtomicAdd ( temp uint) 0:66 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:66 u1: direct index for structure (layout( offset=0) uniform uint) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:66 u1: direct index for structure ( uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) -0:66 u1: direct index for structure (layout( offset=0) uniform uint) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:66 u1: direct index for structure ( uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) 0:67 move second child to first child ( temp uint) 0:67 'out_u1' ( temp uint) 0:67 imageAtomicAdd ( temp uint) 0:67 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:67 u1: direct index for structure (layout( offset=0) uniform uint) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:67 u1: direct index for structure ( uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) -0:67 u1: direct index for structure (layout( offset=0) uniform uint) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:67 u1: direct index for structure ( uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) 0:68 imageAtomicAnd ( temp uint) 0:68 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:68 u1: direct index for structure (layout( offset=0) uniform uint) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:68 u1: direct index for structure ( uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) -0:68 u1: direct index for structure (layout( offset=0) uniform uint) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:68 u1: direct index for structure ( uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) 0:69 move second child to first child ( temp uint) 0:69 'out_u1' ( temp uint) 0:69 imageAtomicAnd ( temp uint) 0:69 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:69 u1: direct index for structure (layout( offset=0) uniform uint) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:69 u1: direct index for structure ( uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) -0:69 u1: direct index for structure (layout( offset=0) uniform uint) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:69 u1: direct index for structure ( uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) 0:70 move second child to first child ( temp uint) 0:70 'out_u1' ( temp uint) 0:70 imageAtomicCompSwap ( temp uint) 0:70 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:70 u1: direct index for structure (layout( offset=0) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 0 (const uint) -0:70 u1b: direct index for structure (layout( offset=28) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1b: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 3 (const uint) -0:70 u1c: direct index for structure (layout( offset=32) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1c: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 4 (const uint) 0:71 move second child to first child ( temp uint) 0:71 'out_u1' ( temp uint) 0:71 imageAtomicExchange ( temp uint) 0:71 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:71 u1: direct index for structure (layout( offset=0) uniform uint) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:71 u1: direct index for structure ( uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) -0:71 u1: direct index for structure (layout( offset=0) uniform uint) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:71 u1: direct index for structure ( uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) 0:72 imageAtomicMax ( temp uint) 0:72 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:72 u1: direct index for structure (layout( offset=0) uniform uint) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:72 u1: direct index for structure ( uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) -0:72 u1: direct index for structure (layout( offset=0) uniform uint) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:72 u1: direct index for structure ( uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) 0:73 move second child to first child ( temp uint) 0:73 'out_u1' ( temp uint) 0:73 imageAtomicMax ( temp uint) 0:73 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:73 u1: direct index for structure (layout( offset=0) uniform uint) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:73 u1: direct index for structure ( uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) -0:73 u1: direct index for structure (layout( offset=0) uniform uint) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:73 u1: direct index for structure ( uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) 0:74 imageAtomicMin ( temp uint) 0:74 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:74 u1: direct index for structure (layout( offset=0) uniform uint) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:74 u1: direct index for structure ( uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) -0:74 u1: direct index for structure (layout( offset=0) uniform uint) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:74 u1: direct index for structure ( uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) 0:75 move second child to first child ( temp uint) 0:75 'out_u1' ( temp uint) 0:75 imageAtomicMin ( temp uint) 0:75 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:75 u1: direct index for structure (layout( offset=0) uniform uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:75 u1: direct index for structure ( uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) -0:75 u1: direct index for structure (layout( offset=0) uniform uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:75 u1: direct index for structure ( uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) 0:76 imageAtomicOr ( temp uint) 0:76 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:76 u1: direct index for structure (layout( offset=0) uniform uint) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:76 u1: direct index for structure ( uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) -0:76 u1: direct index for structure (layout( offset=0) uniform uint) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:76 u1: direct index for structure ( uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) 0:77 move second child to first child ( temp uint) 0:77 'out_u1' ( temp uint) 0:77 imageAtomicOr ( temp uint) 0:77 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:77 u1: direct index for structure (layout( offset=0) uniform uint) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:77 u1: direct index for structure ( uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) -0:77 u1: direct index for structure (layout( offset=0) uniform uint) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:77 u1: direct index for structure ( uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) 0:78 imageAtomicXor ( temp uint) 0:78 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:78 u1: direct index for structure (layout( offset=0) uniform uint) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:78 u1: direct index for structure ( uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) -0:78 u1: direct index for structure (layout( offset=0) uniform uint) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:78 u1: direct index for structure ( uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) 0:79 move second child to first child ( temp uint) 0:79 'out_u1' ( temp uint) 0:79 imageAtomicXor ( temp uint) 0:79 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:79 u1: direct index for structure (layout( offset=0) uniform uint) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:79 u1: direct index for structure ( uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) -0:79 u1: direct index for structure (layout( offset=0) uniform uint) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:79 u1: direct index for structure ( uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) 0:82 imageAtomicAdd ( temp int) 0:82 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:82 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:82 i2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:82 Constant: 0:82 6 (const uint) -0:82 i1b: direct index for structure (layout( offset=60) uniform int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:82 i1b: direct index for structure ( uniform int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:82 Constant: 0:82 8 (const uint) 0:83 move second child to first child ( temp int) 0:83 'out_i1' ( temp int) 0:83 imageAtomicAdd ( temp int) 0:83 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:83 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:83 i2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:83 Constant: 0:83 6 (const uint) -0:83 i1: direct index for structure (layout( offset=36) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:83 i1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:83 Constant: 0:83 5 (const uint) 0:84 imageAtomicAnd ( temp int) 0:84 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:84 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:84 i2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:84 Constant: 0:84 6 (const uint) -0:84 i1b: direct index for structure (layout( offset=60) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:84 i1b: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:84 Constant: 0:84 8 (const uint) 0:85 move second child to first child ( temp int) 0:85 'out_i1' ( temp int) 0:85 imageAtomicAnd ( temp int) 0:85 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:85 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:85 i2: direct index for structure ( uniform 2-component vector of int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:85 Constant: 0:85 6 (const uint) -0:85 i1: direct index for structure (layout( offset=36) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:85 i1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:85 Constant: 0:85 5 (const uint) 0:86 move second child to first child ( temp int) 0:86 'out_i1' ( temp int) 0:86 imageAtomicCompSwap ( temp int) 0:86 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:86 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i2: direct index for structure ( uniform 2-component vector of int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 6 (const uint) -0:86 i1b: direct index for structure (layout( offset=60) uniform int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i1b: direct index for structure ( uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 8 (const uint) -0:86 i1c: direct index for structure (layout( offset=64) uniform int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i1c: direct index for structure ( uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 9 (const uint) 0:87 move second child to first child ( temp int) 0:87 'out_i1' ( temp int) 0:87 imageAtomicExchange ( temp int) 0:87 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:87 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:87 i2: direct index for structure ( uniform 2-component vector of int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:87 Constant: 0:87 6 (const uint) -0:87 i1: direct index for structure (layout( offset=36) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:87 i1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:87 Constant: 0:87 5 (const uint) 0:88 imageAtomicMax ( temp int) 0:88 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:88 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:88 i2: direct index for structure ( uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:88 Constant: 0:88 6 (const uint) -0:88 i1b: direct index for structure (layout( offset=60) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:88 i1b: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:88 Constant: 0:88 8 (const uint) 0:89 move second child to first child ( temp int) 0:89 'out_i1' ( temp int) 0:89 imageAtomicMax ( temp int) 0:89 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:89 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:89 i2: direct index for structure ( uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:89 Constant: 0:89 6 (const uint) -0:89 i1: direct index for structure (layout( offset=36) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:89 i1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:89 Constant: 0:89 5 (const uint) 0:90 imageAtomicMin ( temp int) 0:90 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:90 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:90 i2: direct index for structure ( uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:90 Constant: 0:90 6 (const uint) -0:90 i1b: direct index for structure (layout( offset=60) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:90 i1b: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:90 Constant: 0:90 8 (const uint) 0:91 move second child to first child ( temp int) 0:91 'out_i1' ( temp int) 0:91 imageAtomicMin ( temp int) 0:91 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:91 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:91 i2: direct index for structure ( uniform 2-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:91 Constant: 0:91 6 (const uint) -0:91 i1: direct index for structure (layout( offset=36) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:91 i1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:91 Constant: 0:91 5 (const uint) 0:92 imageAtomicOr ( temp int) 0:92 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:92 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:92 i2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:92 Constant: 0:92 6 (const uint) -0:92 i1b: direct index for structure (layout( offset=60) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:92 i1b: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:92 Constant: 0:92 8 (const uint) 0:93 move second child to first child ( temp int) 0:93 'out_i1' ( temp int) 0:93 imageAtomicOr ( temp int) 0:93 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:93 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:93 i2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:93 Constant: 0:93 6 (const uint) -0:93 i1: direct index for structure (layout( offset=36) uniform int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:93 i1: direct index for structure ( uniform int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:93 Constant: 0:93 5 (const uint) 0:94 imageAtomicXor ( temp int) 0:94 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:94 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:94 i2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:94 Constant: 0:94 6 (const uint) -0:94 i1b: direct index for structure (layout( offset=60) uniform int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:94 i1b: direct index for structure ( uniform int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:94 Constant: 0:94 8 (const uint) 0:95 move second child to first child ( temp int) 0:95 'out_i1' ( temp int) 0:95 imageAtomicXor ( temp int) 0:95 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:95 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:95 i2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:95 Constant: 0:95 6 (const uint) -0:95 i1: direct index for structure (layout( offset=36) uniform int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:95 i1: direct index for structure ( uniform int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:95 Constant: 0:95 5 (const uint) 0:98 imageAtomicAdd ( temp uint) 0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:98 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:98 u2: direct index for structure ( uniform 2-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:98 Constant: 0:98 1 (const uint) -0:98 u1: direct index for structure (layout( offset=0) uniform uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:98 u1: direct index for structure ( uniform uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:98 Constant: 0:98 0 (const uint) 0:99 move second child to first child ( temp uint) 0:99 'out_u1' ( temp uint) 0:99 imageAtomicAdd ( temp uint) 0:99 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:99 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:99 u2: direct index for structure ( uniform 2-component vector of uint) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:99 Constant: 0:99 1 (const uint) -0:99 u1: direct index for structure (layout( offset=0) uniform uint) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:99 u1: direct index for structure ( uniform uint) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:99 Constant: 0:99 0 (const uint) 0:100 imageAtomicAnd ( temp uint) 0:100 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:100 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:100 u2: direct index for structure ( uniform 2-component vector of uint) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:100 Constant: 0:100 1 (const uint) -0:100 u1: direct index for structure (layout( offset=0) uniform uint) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:100 u1: direct index for structure ( uniform uint) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:100 Constant: 0:100 0 (const uint) 0:101 move second child to first child ( temp uint) 0:101 'out_u1' ( temp uint) 0:101 imageAtomicAnd ( temp uint) 0:101 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:101 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:101 u2: direct index for structure ( uniform 2-component vector of uint) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:101 Constant: 0:101 1 (const uint) -0:101 u1: direct index for structure (layout( offset=0) uniform uint) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:101 u1: direct index for structure ( uniform uint) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:101 Constant: 0:101 0 (const uint) 0:102 move second child to first child ( temp uint) 0:102 'out_u1' ( temp uint) 0:102 imageAtomicCompSwap ( temp uint) 0:102 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:102 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u2: direct index for structure ( uniform 2-component vector of uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 1 (const uint) -0:102 u1b: direct index for structure (layout( offset=28) uniform uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u1b: direct index for structure ( uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 3 (const uint) -0:102 u1c: direct index for structure (layout( offset=32) uniform uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u1c: direct index for structure ( uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 4 (const uint) 0:103 move second child to first child ( temp uint) 0:103 'out_u1' ( temp uint) 0:103 imageAtomicExchange ( temp uint) 0:103 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:103 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:103 u2: direct index for structure ( uniform 2-component vector of uint) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:103 Constant: 0:103 1 (const uint) -0:103 u1: direct index for structure (layout( offset=0) uniform uint) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:103 u1: direct index for structure ( uniform uint) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:103 Constant: 0:103 0 (const uint) 0:104 imageAtomicMax ( temp uint) 0:104 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:104 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:104 u2: direct index for structure ( uniform 2-component vector of uint) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:104 Constant: 0:104 1 (const uint) -0:104 u1: direct index for structure (layout( offset=0) uniform uint) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:104 u1: direct index for structure ( uniform uint) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:104 Constant: 0:104 0 (const uint) 0:105 move second child to first child ( temp uint) 0:105 'out_u1' ( temp uint) 0:105 imageAtomicMax ( temp uint) 0:105 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:105 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:105 u2: direct index for structure ( uniform 2-component vector of uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:105 Constant: 0:105 1 (const uint) -0:105 u1: direct index for structure (layout( offset=0) uniform uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:105 u1: direct index for structure ( uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:105 Constant: 0:105 0 (const uint) 0:106 imageAtomicMin ( temp uint) 0:106 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:106 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:106 u2: direct index for structure ( uniform 2-component vector of uint) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:106 Constant: 0:106 1 (const uint) -0:106 u1: direct index for structure (layout( offset=0) uniform uint) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:106 u1: direct index for structure ( uniform uint) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:106 Constant: 0:106 0 (const uint) 0:107 move second child to first child ( temp uint) 0:107 'out_u1' ( temp uint) 0:107 imageAtomicMin ( temp uint) 0:107 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:107 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:107 u2: direct index for structure ( uniform 2-component vector of uint) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:107 Constant: 0:107 1 (const uint) -0:107 u1: direct index for structure (layout( offset=0) uniform uint) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:107 u1: direct index for structure ( uniform uint) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:107 Constant: 0:107 0 (const uint) 0:108 imageAtomicOr ( temp uint) 0:108 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:108 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:108 u2: direct index for structure ( uniform 2-component vector of uint) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:108 Constant: 0:108 1 (const uint) -0:108 u1: direct index for structure (layout( offset=0) uniform uint) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:108 u1: direct index for structure ( uniform uint) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:108 Constant: 0:108 0 (const uint) 0:109 move second child to first child ( temp uint) 0:109 'out_u1' ( temp uint) 0:109 imageAtomicOr ( temp uint) 0:109 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:109 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:109 u2: direct index for structure ( uniform 2-component vector of uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:109 Constant: 0:109 1 (const uint) -0:109 u1: direct index for structure (layout( offset=0) uniform uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:109 u1: direct index for structure ( uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:109 Constant: 0:109 0 (const uint) 0:110 imageAtomicXor ( temp uint) 0:110 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:110 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:110 u2: direct index for structure ( uniform 2-component vector of uint) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:110 Constant: 0:110 1 (const uint) -0:110 u1: direct index for structure (layout( offset=0) uniform uint) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:110 u1: direct index for structure ( uniform uint) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:110 Constant: 0:110 0 (const uint) 0:111 move second child to first child ( temp uint) 0:111 'out_u1' ( temp uint) 0:111 imageAtomicXor ( temp uint) 0:111 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:111 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:111 u2: direct index for structure ( uniform 2-component vector of uint) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:111 Constant: 0:111 1 (const uint) -0:111 u1: direct index for structure (layout( offset=0) uniform uint) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:111 u1: direct index for structure ( uniform uint) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:111 Constant: 0:111 0 (const uint) 0:114 imageAtomicAdd ( temp int) 0:114 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:114 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:114 i3: direct index for structure ( uniform 3-component vector of int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:114 Constant: 0:114 7 (const uint) -0:114 i1b: direct index for structure (layout( offset=60) uniform int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:114 i1b: direct index for structure ( uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:114 Constant: 0:114 8 (const uint) 0:115 move second child to first child ( temp int) 0:115 'out_i1' ( temp int) 0:115 imageAtomicAdd ( temp int) 0:115 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:115 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:115 i3: direct index for structure ( uniform 3-component vector of int) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:115 Constant: 0:115 7 (const uint) -0:115 i1: direct index for structure (layout( offset=36) uniform int) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:115 i1: direct index for structure ( uniform int) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:115 Constant: 0:115 5 (const uint) 0:116 imageAtomicAnd ( temp int) 0:116 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:116 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:116 i3: direct index for structure ( uniform 3-component vector of int) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:116 Constant: 0:116 7 (const uint) -0:116 i1b: direct index for structure (layout( offset=60) uniform int) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:116 i1b: direct index for structure ( uniform int) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:116 Constant: 0:116 8 (const uint) 0:117 move second child to first child ( temp int) 0:117 'out_i1' ( temp int) 0:117 imageAtomicAnd ( temp int) 0:117 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:117 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:117 i3: direct index for structure ( uniform 3-component vector of int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:117 Constant: 0:117 7 (const uint) -0:117 i1: direct index for structure (layout( offset=36) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:117 i1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:117 Constant: 0:117 5 (const uint) 0:118 move second child to first child ( temp int) 0:118 'out_i1' ( temp int) 0:118 imageAtomicCompSwap ( temp int) 0:118 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:118 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i3: direct index for structure ( uniform 3-component vector of int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 7 (const uint) -0:118 i1b: direct index for structure (layout( offset=60) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i1b: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 8 (const uint) -0:118 i1c: direct index for structure (layout( offset=64) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i1c: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 9 (const uint) 0:119 move second child to first child ( temp int) 0:119 'out_i1' ( temp int) 0:119 imageAtomicExchange ( temp int) 0:119 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:119 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:119 i3: direct index for structure ( uniform 3-component vector of int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:119 Constant: 0:119 7 (const uint) -0:119 i1: direct index for structure (layout( offset=36) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:119 i1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:119 Constant: 0:119 5 (const uint) 0:120 imageAtomicMax ( temp int) 0:120 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:120 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:120 i3: direct index for structure ( uniform 3-component vector of int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:120 Constant: 0:120 7 (const uint) -0:120 i1b: direct index for structure (layout( offset=60) uniform int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:120 i1b: direct index for structure ( uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:120 Constant: 0:120 8 (const uint) 0:121 move second child to first child ( temp int) 0:121 'out_i1' ( temp int) 0:121 imageAtomicMax ( temp int) 0:121 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:121 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:121 i3: direct index for structure ( uniform 3-component vector of int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:121 Constant: 0:121 7 (const uint) -0:121 i1: direct index for structure (layout( offset=36) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:121 i1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:121 Constant: 0:121 5 (const uint) 0:122 imageAtomicMin ( temp int) 0:122 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:122 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:122 i3: direct index for structure ( uniform 3-component vector of int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:122 Constant: 0:122 7 (const uint) -0:122 i1b: direct index for structure (layout( offset=60) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:122 i1b: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:122 Constant: 0:122 8 (const uint) 0:123 move second child to first child ( temp int) 0:123 'out_i1' ( temp int) 0:123 imageAtomicMin ( temp int) 0:123 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:123 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:123 i3: direct index for structure ( uniform 3-component vector of int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:123 Constant: 0:123 7 (const uint) -0:123 i1: direct index for structure (layout( offset=36) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:123 i1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:123 Constant: 0:123 5 (const uint) 0:124 imageAtomicOr ( temp int) 0:124 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:124 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:124 i3: direct index for structure ( uniform 3-component vector of int) +0:124 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:124 Constant: 0:124 7 (const uint) -0:124 i1b: direct index for structure (layout( offset=60) uniform int) -0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:124 i1b: direct index for structure ( uniform int) +0:124 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:124 Constant: 0:124 8 (const uint) 0:125 move second child to first child ( temp int) 0:125 'out_i1' ( temp int) 0:125 imageAtomicOr ( temp int) 0:125 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:125 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:125 i3: direct index for structure ( uniform 3-component vector of int) +0:125 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:125 Constant: 0:125 7 (const uint) -0:125 i1: direct index for structure (layout( offset=36) uniform int) -0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:125 i1: direct index for structure ( uniform int) +0:125 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:125 Constant: 0:125 5 (const uint) 0:126 imageAtomicXor ( temp int) 0:126 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:126 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:126 i3: direct index for structure ( uniform 3-component vector of int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:126 Constant: 0:126 7 (const uint) -0:126 i1b: direct index for structure (layout( offset=60) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:126 i1b: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:126 Constant: 0:126 8 (const uint) 0:127 move second child to first child ( temp int) 0:127 'out_i1' ( temp int) 0:127 imageAtomicXor ( temp int) 0:127 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:127 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:127 i3: direct index for structure ( uniform 3-component vector of int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:127 Constant: 0:127 7 (const uint) -0:127 i1: direct index for structure (layout( offset=36) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:127 i1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:127 Constant: 0:127 5 (const uint) 0:130 imageAtomicAdd ( temp uint) 0:130 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:130 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:130 u3: direct index for structure ( uniform 3-component vector of uint) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:130 Constant: 0:130 2 (const uint) -0:130 u1: direct index for structure (layout( offset=0) uniform uint) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:130 u1: direct index for structure ( uniform uint) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:130 Constant: 0:130 0 (const uint) 0:131 move second child to first child ( temp uint) 0:131 'out_u1' ( temp uint) 0:131 imageAtomicAdd ( temp uint) 0:131 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:131 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:131 u3: direct index for structure ( uniform 3-component vector of uint) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:131 Constant: 0:131 2 (const uint) -0:131 u1: direct index for structure (layout( offset=0) uniform uint) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:131 u1: direct index for structure ( uniform uint) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:131 Constant: 0:131 0 (const uint) 0:132 imageAtomicAnd ( temp uint) 0:132 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:132 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:132 u3: direct index for structure ( uniform 3-component vector of uint) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:132 Constant: 0:132 2 (const uint) -0:132 u1: direct index for structure (layout( offset=0) uniform uint) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:132 u1: direct index for structure ( uniform uint) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:132 Constant: 0:132 0 (const uint) 0:133 move second child to first child ( temp uint) 0:133 'out_u1' ( temp uint) 0:133 imageAtomicAnd ( temp uint) 0:133 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:133 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:133 u3: direct index for structure ( uniform 3-component vector of uint) +0:133 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:133 Constant: 0:133 2 (const uint) -0:133 u1: direct index for structure (layout( offset=0) uniform uint) -0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:133 u1: direct index for structure ( uniform uint) +0:133 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:133 Constant: 0:133 0 (const uint) 0:134 move second child to first child ( temp uint) 0:134 'out_u1' ( temp uint) 0:134 imageAtomicCompSwap ( temp uint) 0:134 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:134 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u3: direct index for structure ( uniform 3-component vector of uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 2 (const uint) -0:134 u1b: direct index for structure (layout( offset=28) uniform uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u1b: direct index for structure ( uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 3 (const uint) -0:134 u1c: direct index for structure (layout( offset=32) uniform uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u1c: direct index for structure ( uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 4 (const uint) 0:135 move second child to first child ( temp uint) 0:135 'out_u1' ( temp uint) 0:135 imageAtomicExchange ( temp uint) 0:135 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:135 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:135 u3: direct index for structure ( uniform 3-component vector of uint) +0:135 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:135 Constant: 0:135 2 (const uint) -0:135 u1: direct index for structure (layout( offset=0) uniform uint) -0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:135 u1: direct index for structure ( uniform uint) +0:135 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:135 Constant: 0:135 0 (const uint) 0:136 imageAtomicMax ( temp uint) 0:136 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:136 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:136 u3: direct index for structure ( uniform 3-component vector of uint) +0:136 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:136 Constant: 0:136 2 (const uint) -0:136 u1: direct index for structure (layout( offset=0) uniform uint) -0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:136 u1: direct index for structure ( uniform uint) +0:136 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:136 Constant: 0:136 0 (const uint) 0:137 move second child to first child ( temp uint) 0:137 'out_u1' ( temp uint) 0:137 imageAtomicMax ( temp uint) 0:137 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:137 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:137 u3: direct index for structure ( uniform 3-component vector of uint) +0:137 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:137 Constant: 0:137 2 (const uint) -0:137 u1: direct index for structure (layout( offset=0) uniform uint) -0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:137 u1: direct index for structure ( uniform uint) +0:137 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:137 Constant: 0:137 0 (const uint) 0:138 imageAtomicMin ( temp uint) 0:138 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:138 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:138 u3: direct index for structure ( uniform 3-component vector of uint) +0:138 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:138 Constant: 0:138 2 (const uint) -0:138 u1: direct index for structure (layout( offset=0) uniform uint) -0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:138 u1: direct index for structure ( uniform uint) +0:138 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:138 Constant: 0:138 0 (const uint) 0:139 move second child to first child ( temp uint) 0:139 'out_u1' ( temp uint) 0:139 imageAtomicMin ( temp uint) 0:139 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:139 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:139 u3: direct index for structure ( uniform 3-component vector of uint) +0:139 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:139 Constant: 0:139 2 (const uint) -0:139 u1: direct index for structure (layout( offset=0) uniform uint) -0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:139 u1: direct index for structure ( uniform uint) +0:139 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:139 Constant: 0:139 0 (const uint) 0:140 imageAtomicOr ( temp uint) 0:140 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:140 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:140 u3: direct index for structure ( uniform 3-component vector of uint) +0:140 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:140 Constant: 0:140 2 (const uint) -0:140 u1: direct index for structure (layout( offset=0) uniform uint) -0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:140 u1: direct index for structure ( uniform uint) +0:140 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:140 Constant: 0:140 0 (const uint) 0:141 move second child to first child ( temp uint) 0:141 'out_u1' ( temp uint) 0:141 imageAtomicOr ( temp uint) 0:141 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:141 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:141 u3: direct index for structure ( uniform 3-component vector of uint) +0:141 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:141 Constant: 0:141 2 (const uint) -0:141 u1: direct index for structure (layout( offset=0) uniform uint) -0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:141 u1: direct index for structure ( uniform uint) +0:141 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:141 Constant: 0:141 0 (const uint) 0:142 imageAtomicXor ( temp uint) 0:142 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:142 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:142 u3: direct index for structure ( uniform 3-component vector of uint) +0:142 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:142 Constant: 0:142 2 (const uint) -0:142 u1: direct index for structure (layout( offset=0) uniform uint) -0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:142 u1: direct index for structure ( uniform uint) +0:142 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:142 Constant: 0:142 0 (const uint) 0:143 move second child to first child ( temp uint) 0:143 'out_u1' ( temp uint) 0:143 imageAtomicXor ( temp uint) 0:143 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:143 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:143 u3: direct index for structure ( uniform 3-component vector of uint) +0:143 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:143 Constant: 0:143 2 (const uint) -0:143 u1: direct index for structure (layout( offset=0) uniform uint) -0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:143 u1: direct index for structure ( uniform uint) +0:143 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:143 Constant: 0:143 0 (const uint) 0:146 imageAtomicAdd ( temp int) 0:146 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:146 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:146 i2: direct index for structure ( uniform 2-component vector of int) +0:146 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:146 Constant: 0:146 6 (const uint) -0:146 i1b: direct index for structure (layout( offset=60) uniform int) -0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:146 i1b: direct index for structure ( uniform int) +0:146 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:146 Constant: 0:146 8 (const uint) 0:147 move second child to first child ( temp int) 0:147 'out_i1' ( temp int) 0:147 imageAtomicAdd ( temp int) 0:147 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:147 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:147 i2: direct index for structure ( uniform 2-component vector of int) +0:147 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:147 Constant: 0:147 6 (const uint) -0:147 i1: direct index for structure (layout( offset=36) uniform int) -0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:147 i1: direct index for structure ( uniform int) +0:147 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:147 Constant: 0:147 5 (const uint) 0:148 imageAtomicAnd ( temp int) 0:148 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:148 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:148 i2: direct index for structure ( uniform 2-component vector of int) +0:148 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:148 Constant: 0:148 6 (const uint) -0:148 i1b: direct index for structure (layout( offset=60) uniform int) -0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:148 i1b: direct index for structure ( uniform int) +0:148 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:148 Constant: 0:148 8 (const uint) 0:149 move second child to first child ( temp int) 0:149 'out_i1' ( temp int) 0:149 imageAtomicAnd ( temp int) 0:149 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:149 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:149 i2: direct index for structure ( uniform 2-component vector of int) +0:149 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:149 Constant: 0:149 6 (const uint) -0:149 i1: direct index for structure (layout( offset=36) uniform int) -0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:149 i1: direct index for structure ( uniform int) +0:149 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:149 Constant: 0:149 5 (const uint) 0:150 move second child to first child ( temp int) 0:150 'out_i1' ( temp int) 0:150 imageAtomicCompSwap ( temp int) 0:150 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:150 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i2: direct index for structure ( uniform 2-component vector of int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 6 (const uint) -0:150 i1b: direct index for structure (layout( offset=60) uniform int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i1b: direct index for structure ( uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 8 (const uint) -0:150 i1c: direct index for structure (layout( offset=64) uniform int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i1c: direct index for structure ( uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 9 (const uint) 0:151 move second child to first child ( temp int) 0:151 'out_i1' ( temp int) 0:151 imageAtomicExchange ( temp int) 0:151 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:151 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:151 i2: direct index for structure ( uniform 2-component vector of int) +0:151 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:151 Constant: 0:151 6 (const uint) -0:151 i1: direct index for structure (layout( offset=36) uniform int) -0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:151 i1: direct index for structure ( uniform int) +0:151 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:151 Constant: 0:151 5 (const uint) 0:152 imageAtomicMax ( temp int) 0:152 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:152 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:152 i2: direct index for structure ( uniform 2-component vector of int) +0:152 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:152 Constant: 0:152 6 (const uint) -0:152 i1b: direct index for structure (layout( offset=60) uniform int) -0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:152 i1b: direct index for structure ( uniform int) +0:152 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:152 Constant: 0:152 8 (const uint) 0:153 move second child to first child ( temp int) 0:153 'out_i1' ( temp int) 0:153 imageAtomicMax ( temp int) 0:153 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:153 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:153 i2: direct index for structure ( uniform 2-component vector of int) +0:153 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:153 Constant: 0:153 6 (const uint) -0:153 i1: direct index for structure (layout( offset=36) uniform int) -0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:153 i1: direct index for structure ( uniform int) +0:153 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:153 Constant: 0:153 5 (const uint) 0:154 imageAtomicMin ( temp int) 0:154 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:154 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:154 i2: direct index for structure ( uniform 2-component vector of int) +0:154 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:154 Constant: 0:154 6 (const uint) -0:154 i1b: direct index for structure (layout( offset=60) uniform int) -0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:154 i1b: direct index for structure ( uniform int) +0:154 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:154 Constant: 0:154 8 (const uint) 0:155 move second child to first child ( temp int) 0:155 'out_i1' ( temp int) 0:155 imageAtomicMin ( temp int) 0:155 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:155 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:155 i2: direct index for structure ( uniform 2-component vector of int) +0:155 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:155 Constant: 0:155 6 (const uint) -0:155 i1: direct index for structure (layout( offset=36) uniform int) -0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:155 i1: direct index for structure ( uniform int) +0:155 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:155 Constant: 0:155 5 (const uint) 0:156 imageAtomicOr ( temp int) 0:156 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:156 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:156 i2: direct index for structure ( uniform 2-component vector of int) +0:156 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:156 Constant: 0:156 6 (const uint) -0:156 i1b: direct index for structure (layout( offset=60) uniform int) -0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:156 i1b: direct index for structure ( uniform int) +0:156 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:156 Constant: 0:156 8 (const uint) 0:157 move second child to first child ( temp int) 0:157 'out_i1' ( temp int) 0:157 imageAtomicOr ( temp int) 0:157 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:157 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:157 i2: direct index for structure ( uniform 2-component vector of int) +0:157 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:157 Constant: 0:157 6 (const uint) -0:157 i1: direct index for structure (layout( offset=36) uniform int) -0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:157 i1: direct index for structure ( uniform int) +0:157 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:157 Constant: 0:157 5 (const uint) 0:158 imageAtomicXor ( temp int) 0:158 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:158 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:158 i2: direct index for structure ( uniform 2-component vector of int) +0:158 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:158 Constant: 0:158 6 (const uint) -0:158 i1b: direct index for structure (layout( offset=60) uniform int) -0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:158 i1b: direct index for structure ( uniform int) +0:158 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:158 Constant: 0:158 8 (const uint) 0:159 move second child to first child ( temp int) 0:159 'out_i1' ( temp int) 0:159 imageAtomicXor ( temp int) 0:159 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:159 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:159 i2: direct index for structure ( uniform 2-component vector of int) +0:159 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:159 Constant: 0:159 6 (const uint) -0:159 i1: direct index for structure (layout( offset=36) uniform int) -0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:159 i1: direct index for structure ( uniform int) +0:159 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:159 Constant: 0:159 5 (const uint) 0:162 imageAtomicAdd ( temp uint) 0:162 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:162 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:162 u2: direct index for structure ( uniform 2-component vector of uint) +0:162 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:162 Constant: 0:162 1 (const uint) -0:162 u1: direct index for structure (layout( offset=0) uniform uint) -0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:162 u1: direct index for structure ( uniform uint) +0:162 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:162 Constant: 0:162 0 (const uint) 0:163 move second child to first child ( temp uint) 0:163 'out_u1' ( temp uint) 0:163 imageAtomicAdd ( temp uint) 0:163 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:163 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:163 u2: direct index for structure ( uniform 2-component vector of uint) +0:163 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:163 Constant: 0:163 1 (const uint) -0:163 u1: direct index for structure (layout( offset=0) uniform uint) -0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:163 u1: direct index for structure ( uniform uint) +0:163 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:163 Constant: 0:163 0 (const uint) 0:164 imageAtomicAnd ( temp uint) 0:164 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:164 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:164 u2: direct index for structure ( uniform 2-component vector of uint) +0:164 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:164 Constant: 0:164 1 (const uint) -0:164 u1: direct index for structure (layout( offset=0) uniform uint) -0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:164 u1: direct index for structure ( uniform uint) +0:164 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:164 Constant: 0:164 0 (const uint) 0:165 move second child to first child ( temp uint) 0:165 'out_u1' ( temp uint) 0:165 imageAtomicAnd ( temp uint) 0:165 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:165 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:165 u2: direct index for structure ( uniform 2-component vector of uint) +0:165 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:165 Constant: 0:165 1 (const uint) -0:165 u1: direct index for structure (layout( offset=0) uniform uint) -0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:165 u1: direct index for structure ( uniform uint) +0:165 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:165 Constant: 0:165 0 (const uint) 0:166 move second child to first child ( temp uint) 0:166 'out_u1' ( temp uint) 0:166 imageAtomicCompSwap ( temp uint) 0:166 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:166 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u2: direct index for structure ( uniform 2-component vector of uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 1 (const uint) -0:166 u1b: direct index for structure (layout( offset=28) uniform uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u1b: direct index for structure ( uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 3 (const uint) -0:166 u1c: direct index for structure (layout( offset=32) uniform uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u1c: direct index for structure ( uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 4 (const uint) 0:167 move second child to first child ( temp uint) 0:167 'out_u1' ( temp uint) 0:167 imageAtomicExchange ( temp uint) 0:167 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:167 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:167 u2: direct index for structure ( uniform 2-component vector of uint) +0:167 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:167 Constant: 0:167 1 (const uint) -0:167 u1: direct index for structure (layout( offset=0) uniform uint) -0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:167 u1: direct index for structure ( uniform uint) +0:167 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:167 Constant: 0:167 0 (const uint) 0:168 imageAtomicMax ( temp uint) 0:168 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:168 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:168 u2: direct index for structure ( uniform 2-component vector of uint) +0:168 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:168 Constant: 0:168 1 (const uint) -0:168 u1: direct index for structure (layout( offset=0) uniform uint) -0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:168 u1: direct index for structure ( uniform uint) +0:168 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:168 Constant: 0:168 0 (const uint) 0:169 move second child to first child ( temp uint) 0:169 'out_u1' ( temp uint) 0:169 imageAtomicMax ( temp uint) 0:169 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:169 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:169 u2: direct index for structure ( uniform 2-component vector of uint) +0:169 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:169 Constant: 0:169 1 (const uint) -0:169 u1: direct index for structure (layout( offset=0) uniform uint) -0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:169 u1: direct index for structure ( uniform uint) +0:169 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:169 Constant: 0:169 0 (const uint) 0:170 imageAtomicMin ( temp uint) 0:170 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:170 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:170 u2: direct index for structure ( uniform 2-component vector of uint) +0:170 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:170 Constant: 0:170 1 (const uint) -0:170 u1: direct index for structure (layout( offset=0) uniform uint) -0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:170 u1: direct index for structure ( uniform uint) +0:170 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:170 Constant: 0:170 0 (const uint) 0:171 move second child to first child ( temp uint) 0:171 'out_u1' ( temp uint) 0:171 imageAtomicMin ( temp uint) 0:171 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:171 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:171 u2: direct index for structure ( uniform 2-component vector of uint) +0:171 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:171 Constant: 0:171 1 (const uint) -0:171 u1: direct index for structure (layout( offset=0) uniform uint) -0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:171 u1: direct index for structure ( uniform uint) +0:171 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:171 Constant: 0:171 0 (const uint) 0:172 imageAtomicOr ( temp uint) 0:172 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:172 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:172 u2: direct index for structure ( uniform 2-component vector of uint) +0:172 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:172 Constant: 0:172 1 (const uint) -0:172 u1: direct index for structure (layout( offset=0) uniform uint) -0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:172 u1: direct index for structure ( uniform uint) +0:172 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:172 Constant: 0:172 0 (const uint) 0:173 move second child to first child ( temp uint) 0:173 'out_u1' ( temp uint) 0:173 imageAtomicOr ( temp uint) 0:173 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:173 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:173 u2: direct index for structure ( uniform 2-component vector of uint) +0:173 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:173 Constant: 0:173 1 (const uint) -0:173 u1: direct index for structure (layout( offset=0) uniform uint) -0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:173 u1: direct index for structure ( uniform uint) +0:173 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:173 Constant: 0:173 0 (const uint) 0:174 imageAtomicXor ( temp uint) 0:174 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:174 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:174 u2: direct index for structure ( uniform 2-component vector of uint) +0:174 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:174 Constant: 0:174 1 (const uint) -0:174 u1: direct index for structure (layout( offset=0) uniform uint) -0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:174 u1: direct index for structure ( uniform uint) +0:174 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:174 Constant: 0:174 0 (const uint) 0:175 move second child to first child ( temp uint) 0:175 'out_u1' ( temp uint) 0:175 imageAtomicXor ( temp uint) 0:175 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:175 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:175 u2: direct index for structure ( uniform 2-component vector of uint) +0:175 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:175 Constant: 0:175 1 (const uint) -0:175 u1: direct index for structure (layout( offset=0) uniform uint) -0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:175 u1: direct index for structure ( uniform uint) +0:175 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:175 Constant: 0:175 0 (const uint) 0:178 imageAtomicAdd ( temp int) 0:178 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:178 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:178 i2: direct index for structure ( uniform 2-component vector of int) +0:178 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:178 Constant: 0:178 6 (const uint) -0:178 i1b: direct index for structure (layout( offset=60) uniform int) -0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:178 i1b: direct index for structure ( uniform int) +0:178 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:178 Constant: 0:178 8 (const uint) 0:179 move second child to first child ( temp int) 0:179 'out_i1' ( temp int) 0:179 imageAtomicAdd ( temp int) 0:179 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:179 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:179 i2: direct index for structure ( uniform 2-component vector of int) +0:179 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:179 Constant: 0:179 6 (const uint) -0:179 i1: direct index for structure (layout( offset=36) uniform int) -0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:179 i1: direct index for structure ( uniform int) +0:179 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:179 Constant: 0:179 5 (const uint) 0:180 imageAtomicAnd ( temp int) 0:180 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:180 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:180 i2: direct index for structure ( uniform 2-component vector of int) +0:180 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:180 Constant: 0:180 6 (const uint) -0:180 i1b: direct index for structure (layout( offset=60) uniform int) -0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:180 i1b: direct index for structure ( uniform int) +0:180 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:180 Constant: 0:180 8 (const uint) 0:181 move second child to first child ( temp int) 0:181 'out_i1' ( temp int) 0:181 imageAtomicAnd ( temp int) 0:181 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:181 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:181 i2: direct index for structure ( uniform 2-component vector of int) +0:181 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:181 Constant: 0:181 6 (const uint) -0:181 i1: direct index for structure (layout( offset=36) uniform int) -0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:181 i1: direct index for structure ( uniform int) +0:181 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:181 Constant: 0:181 5 (const uint) 0:182 move second child to first child ( temp int) 0:182 'out_i1' ( temp int) 0:182 imageAtomicCompSwap ( temp int) 0:182 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:182 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i2: direct index for structure ( uniform 2-component vector of int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 6 (const uint) -0:182 i1b: direct index for structure (layout( offset=60) uniform int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i1b: direct index for structure ( uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 8 (const uint) -0:182 i1c: direct index for structure (layout( offset=64) uniform int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i1c: direct index for structure ( uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 9 (const uint) 0:183 move second child to first child ( temp int) 0:183 'out_i1' ( temp int) 0:183 imageAtomicExchange ( temp int) 0:183 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:183 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:183 i2: direct index for structure ( uniform 2-component vector of int) +0:183 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:183 Constant: 0:183 6 (const uint) -0:183 i1: direct index for structure (layout( offset=36) uniform int) -0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:183 i1: direct index for structure ( uniform int) +0:183 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:183 Constant: 0:183 5 (const uint) 0:184 imageAtomicMax ( temp int) 0:184 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:184 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:184 i2: direct index for structure ( uniform 2-component vector of int) +0:184 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:184 Constant: 0:184 6 (const uint) -0:184 i1b: direct index for structure (layout( offset=60) uniform int) -0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:184 i1b: direct index for structure ( uniform int) +0:184 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:184 Constant: 0:184 8 (const uint) 0:185 move second child to first child ( temp int) 0:185 'out_i1' ( temp int) 0:185 imageAtomicMax ( temp int) 0:185 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:185 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:185 i2: direct index for structure ( uniform 2-component vector of int) +0:185 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:185 Constant: 0:185 6 (const uint) -0:185 i1: direct index for structure (layout( offset=36) uniform int) -0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:185 i1: direct index for structure ( uniform int) +0:185 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:185 Constant: 0:185 5 (const uint) 0:186 imageAtomicMin ( temp int) 0:186 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:186 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:186 i2: direct index for structure ( uniform 2-component vector of int) +0:186 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:186 Constant: 0:186 6 (const uint) -0:186 i1b: direct index for structure (layout( offset=60) uniform int) -0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:186 i1b: direct index for structure ( uniform int) +0:186 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:186 Constant: 0:186 8 (const uint) 0:187 move second child to first child ( temp int) 0:187 'out_i1' ( temp int) 0:187 imageAtomicMin ( temp int) 0:187 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:187 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:187 i2: direct index for structure ( uniform 2-component vector of int) +0:187 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:187 Constant: 0:187 6 (const uint) -0:187 i1: direct index for structure (layout( offset=36) uniform int) -0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:187 i1: direct index for structure ( uniform int) +0:187 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:187 Constant: 0:187 5 (const uint) 0:188 imageAtomicOr ( temp int) 0:188 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:188 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:188 i2: direct index for structure ( uniform 2-component vector of int) +0:188 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:188 Constant: 0:188 6 (const uint) -0:188 i1b: direct index for structure (layout( offset=60) uniform int) -0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:188 i1b: direct index for structure ( uniform int) +0:188 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:188 Constant: 0:188 8 (const uint) 0:189 move second child to first child ( temp int) 0:189 'out_i1' ( temp int) 0:189 imageAtomicOr ( temp int) 0:189 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:189 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:189 i2: direct index for structure ( uniform 2-component vector of int) +0:189 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:189 Constant: 0:189 6 (const uint) -0:189 i1: direct index for structure (layout( offset=36) uniform int) -0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:189 i1: direct index for structure ( uniform int) +0:189 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:189 Constant: 0:189 5 (const uint) 0:190 imageAtomicXor ( temp int) 0:190 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:190 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:190 i2: direct index for structure ( uniform 2-component vector of int) +0:190 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:190 Constant: 0:190 6 (const uint) -0:190 i1b: direct index for structure (layout( offset=60) uniform int) -0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:190 i1b: direct index for structure ( uniform int) +0:190 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:190 Constant: 0:190 8 (const uint) 0:191 move second child to first child ( temp int) 0:191 'out_i1' ( temp int) 0:191 imageAtomicXor ( temp int) 0:191 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:191 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:191 i2: direct index for structure ( uniform 2-component vector of int) +0:191 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:191 Constant: 0:191 6 (const uint) -0:191 i1: direct index for structure (layout( offset=36) uniform int) -0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:191 i1: direct index for structure ( uniform int) +0:191 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:191 Constant: 0:191 5 (const uint) 0:194 imageAtomicAdd ( temp uint) 0:194 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:194 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:194 u2: direct index for structure ( uniform 2-component vector of uint) +0:194 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:194 Constant: 0:194 1 (const uint) -0:194 u1: direct index for structure (layout( offset=0) uniform uint) -0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:194 u1: direct index for structure ( uniform uint) +0:194 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:194 Constant: 0:194 0 (const uint) 0:195 move second child to first child ( temp uint) 0:195 'out_u1' ( temp uint) 0:195 imageAtomicAdd ( temp uint) 0:195 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:195 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:195 u2: direct index for structure ( uniform 2-component vector of uint) +0:195 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:195 Constant: 0:195 1 (const uint) -0:195 u1: direct index for structure (layout( offset=0) uniform uint) -0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:195 u1: direct index for structure ( uniform uint) +0:195 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:195 Constant: 0:195 0 (const uint) 0:196 imageAtomicAnd ( temp uint) 0:196 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:196 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:196 u2: direct index for structure ( uniform 2-component vector of uint) +0:196 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:196 Constant: 0:196 1 (const uint) -0:196 u1: direct index for structure (layout( offset=0) uniform uint) -0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:196 u1: direct index for structure ( uniform uint) +0:196 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:196 Constant: 0:196 0 (const uint) 0:197 move second child to first child ( temp uint) 0:197 'out_u1' ( temp uint) 0:197 imageAtomicAnd ( temp uint) 0:197 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:197 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:197 u2: direct index for structure ( uniform 2-component vector of uint) +0:197 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:197 Constant: 0:197 1 (const uint) -0:197 u1: direct index for structure (layout( offset=0) uniform uint) -0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:197 u1: direct index for structure ( uniform uint) +0:197 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:197 Constant: 0:197 0 (const uint) 0:198 move second child to first child ( temp uint) 0:198 'out_u1' ( temp uint) 0:198 imageAtomicCompSwap ( temp uint) 0:198 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:198 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u2: direct index for structure ( uniform 2-component vector of uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 1 (const uint) -0:198 u1b: direct index for structure (layout( offset=28) uniform uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u1b: direct index for structure ( uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 3 (const uint) -0:198 u1c: direct index for structure (layout( offset=32) uniform uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u1c: direct index for structure ( uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 4 (const uint) 0:199 move second child to first child ( temp uint) 0:199 'out_u1' ( temp uint) 0:199 imageAtomicExchange ( temp uint) 0:199 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:199 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:199 u2: direct index for structure ( uniform 2-component vector of uint) +0:199 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:199 Constant: 0:199 1 (const uint) -0:199 u1: direct index for structure (layout( offset=0) uniform uint) -0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:199 u1: direct index for structure ( uniform uint) +0:199 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:199 Constant: 0:199 0 (const uint) 0:200 imageAtomicMax ( temp uint) 0:200 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:200 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:200 u2: direct index for structure ( uniform 2-component vector of uint) +0:200 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:200 Constant: 0:200 1 (const uint) -0:200 u1: direct index for structure (layout( offset=0) uniform uint) -0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:200 u1: direct index for structure ( uniform uint) +0:200 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:200 Constant: 0:200 0 (const uint) 0:201 move second child to first child ( temp uint) 0:201 'out_u1' ( temp uint) 0:201 imageAtomicMax ( temp uint) 0:201 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:201 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:201 u2: direct index for structure ( uniform 2-component vector of uint) +0:201 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:201 Constant: 0:201 1 (const uint) -0:201 u1: direct index for structure (layout( offset=0) uniform uint) -0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:201 u1: direct index for structure ( uniform uint) +0:201 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:201 Constant: 0:201 0 (const uint) 0:202 imageAtomicMin ( temp uint) 0:202 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:202 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:202 u2: direct index for structure ( uniform 2-component vector of uint) +0:202 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:202 Constant: 0:202 1 (const uint) -0:202 u1: direct index for structure (layout( offset=0) uniform uint) -0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:202 u1: direct index for structure ( uniform uint) +0:202 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:202 Constant: 0:202 0 (const uint) 0:203 move second child to first child ( temp uint) 0:203 'out_u1' ( temp uint) 0:203 imageAtomicMin ( temp uint) 0:203 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:203 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:203 u2: direct index for structure ( uniform 2-component vector of uint) +0:203 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:203 Constant: 0:203 1 (const uint) -0:203 u1: direct index for structure (layout( offset=0) uniform uint) -0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:203 u1: direct index for structure ( uniform uint) +0:203 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:203 Constant: 0:203 0 (const uint) 0:204 imageAtomicOr ( temp uint) 0:204 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:204 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:204 u2: direct index for structure ( uniform 2-component vector of uint) +0:204 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:204 Constant: 0:204 1 (const uint) -0:204 u1: direct index for structure (layout( offset=0) uniform uint) -0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:204 u1: direct index for structure ( uniform uint) +0:204 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:204 Constant: 0:204 0 (const uint) 0:205 move second child to first child ( temp uint) 0:205 'out_u1' ( temp uint) 0:205 imageAtomicOr ( temp uint) 0:205 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:205 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:205 u2: direct index for structure ( uniform 2-component vector of uint) +0:205 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:205 Constant: 0:205 1 (const uint) -0:205 u1: direct index for structure (layout( offset=0) uniform uint) -0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:205 u1: direct index for structure ( uniform uint) +0:205 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:205 Constant: 0:205 0 (const uint) 0:206 imageAtomicXor ( temp uint) 0:206 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:206 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:206 u2: direct index for structure ( uniform 2-component vector of uint) +0:206 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:206 Constant: 0:206 1 (const uint) -0:206 u1: direct index for structure (layout( offset=0) uniform uint) -0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:206 u1: direct index for structure ( uniform uint) +0:206 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:206 Constant: 0:206 0 (const uint) 0:207 move second child to first child ( temp uint) 0:207 'out_u1' ( temp uint) 0:207 imageAtomicXor ( temp uint) 0:207 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:207 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:207 u2: direct index for structure ( uniform 2-component vector of uint) +0:207 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:207 Constant: 0:207 1 (const uint) -0:207 u1: direct index for structure (layout( offset=0) uniform uint) -0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:207 u1: direct index for structure ( uniform uint) +0:207 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:207 Constant: 0:207 0 (const uint) 0:210 imageAtomicAdd ( temp int) 0:210 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:210 i1: direct index for structure (layout( offset=36) uniform int) -0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:210 i1: direct index for structure ( uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:210 Constant: 0:210 5 (const uint) -0:210 i1b: direct index for structure (layout( offset=60) uniform int) -0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:210 i1b: direct index for structure ( uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:210 Constant: 0:210 8 (const uint) 0:211 move second child to first child ( temp int) 0:211 'out_i1' ( temp int) 0:211 imageAtomicAdd ( temp int) 0:211 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:211 i1: direct index for structure (layout( offset=36) uniform int) -0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:211 i1: direct index for structure ( uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) -0:211 i1: direct index for structure (layout( offset=36) uniform int) -0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:211 i1: direct index for structure ( uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) 0:212 imageAtomicAnd ( temp int) 0:212 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:212 i1: direct index for structure (layout( offset=36) uniform int) -0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:212 i1: direct index for structure ( uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:212 Constant: 0:212 5 (const uint) -0:212 i1b: direct index for structure (layout( offset=60) uniform int) -0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:212 i1b: direct index for structure ( uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:212 Constant: 0:212 8 (const uint) 0:213 move second child to first child ( temp int) 0:213 'out_i1' ( temp int) 0:213 imageAtomicAnd ( temp int) 0:213 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:213 i1: direct index for structure (layout( offset=36) uniform int) -0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:213 i1: direct index for structure ( uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) -0:213 i1: direct index for structure (layout( offset=36) uniform int) -0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:213 i1: direct index for structure ( uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) 0:214 move second child to first child ( temp int) 0:214 'out_i1' ( temp int) 0:214 imageAtomicCompSwap ( temp int) 0:214 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:214 i1: direct index for structure (layout( offset=36) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 5 (const uint) -0:214 i1b: direct index for structure (layout( offset=60) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1b: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 8 (const uint) -0:214 i1c: direct index for structure (layout( offset=64) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1c: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 9 (const uint) 0:215 move second child to first child ( temp int) 0:215 'out_i1' ( temp int) 0:215 imageAtomicExchange ( temp int) 0:215 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:215 i1: direct index for structure (layout( offset=36) uniform int) -0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:215 i1: direct index for structure ( uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) -0:215 i1: direct index for structure (layout( offset=36) uniform int) -0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:215 i1: direct index for structure ( uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) 0:216 imageAtomicMax ( temp int) 0:216 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:216 i1: direct index for structure (layout( offset=36) uniform int) -0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:216 i1: direct index for structure ( uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:216 Constant: 0:216 5 (const uint) -0:216 i1b: direct index for structure (layout( offset=60) uniform int) -0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:216 i1b: direct index for structure ( uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:216 Constant: 0:216 8 (const uint) 0:217 move second child to first child ( temp int) 0:217 'out_i1' ( temp int) 0:217 imageAtomicMax ( temp int) 0:217 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:217 i1: direct index for structure (layout( offset=36) uniform int) -0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:217 i1: direct index for structure ( uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) -0:217 i1: direct index for structure (layout( offset=36) uniform int) -0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:217 i1: direct index for structure ( uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) 0:218 imageAtomicMin ( temp int) 0:218 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:218 i1: direct index for structure (layout( offset=36) uniform int) -0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:218 i1: direct index for structure ( uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:218 Constant: 0:218 5 (const uint) -0:218 i1b: direct index for structure (layout( offset=60) uniform int) -0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:218 i1b: direct index for structure ( uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:218 Constant: 0:218 8 (const uint) 0:219 move second child to first child ( temp int) 0:219 'out_i1' ( temp int) 0:219 imageAtomicMin ( temp int) 0:219 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:219 i1: direct index for structure (layout( offset=36) uniform int) -0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:219 i1: direct index for structure ( uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) -0:219 i1: direct index for structure (layout( offset=36) uniform int) -0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:219 i1: direct index for structure ( uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) 0:220 imageAtomicOr ( temp int) 0:220 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:220 i1: direct index for structure (layout( offset=36) uniform int) -0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:220 i1: direct index for structure ( uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:220 Constant: 0:220 5 (const uint) -0:220 i1b: direct index for structure (layout( offset=60) uniform int) -0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:220 i1b: direct index for structure ( uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:220 Constant: 0:220 8 (const uint) 0:221 move second child to first child ( temp int) 0:221 'out_i1' ( temp int) 0:221 imageAtomicOr ( temp int) 0:221 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:221 i1: direct index for structure (layout( offset=36) uniform int) -0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:221 i1: direct index for structure ( uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) -0:221 i1: direct index for structure (layout( offset=36) uniform int) -0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:221 i1: direct index for structure ( uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) 0:222 imageAtomicXor ( temp int) 0:222 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:222 i1: direct index for structure (layout( offset=36) uniform int) -0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:222 i1: direct index for structure ( uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:222 Constant: 0:222 5 (const uint) -0:222 i1b: direct index for structure (layout( offset=60) uniform int) -0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:222 i1b: direct index for structure ( uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:222 Constant: 0:222 8 (const uint) 0:223 move second child to first child ( temp int) 0:223 'out_i1' ( temp int) 0:223 imageAtomicXor ( temp int) 0:223 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:223 i1: direct index for structure (layout( offset=36) uniform int) -0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:223 i1: direct index for structure ( uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) -0:223 i1: direct index for structure (layout( offset=36) uniform int) -0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:223 i1: direct index for structure ( uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) 0:226 imageAtomicAdd ( temp uint) 0:226 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:226 u1: direct index for structure (layout( offset=0) uniform uint) -0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:226 u1: direct index for structure ( uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) -0:226 u1: direct index for structure (layout( offset=0) uniform uint) -0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:226 u1: direct index for structure ( uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) 0:227 move second child to first child ( temp uint) 0:227 'out_u1' ( temp uint) 0:227 imageAtomicAdd ( temp uint) 0:227 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:227 u1: direct index for structure (layout( offset=0) uniform uint) -0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:227 u1: direct index for structure ( uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) -0:227 u1: direct index for structure (layout( offset=0) uniform uint) -0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:227 u1: direct index for structure ( uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) 0:228 imageAtomicAnd ( temp uint) 0:228 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:228 u1: direct index for structure (layout( offset=0) uniform uint) -0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:228 u1: direct index for structure ( uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) -0:228 u1: direct index for structure (layout( offset=0) uniform uint) -0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:228 u1: direct index for structure ( uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) 0:229 move second child to first child ( temp uint) 0:229 'out_u1' ( temp uint) 0:229 imageAtomicAnd ( temp uint) 0:229 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:229 u1: direct index for structure (layout( offset=0) uniform uint) -0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:229 u1: direct index for structure ( uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) -0:229 u1: direct index for structure (layout( offset=0) uniform uint) -0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:229 u1: direct index for structure ( uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) 0:230 move second child to first child ( temp uint) 0:230 'out_u1' ( temp uint) 0:230 imageAtomicCompSwap ( temp uint) 0:230 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:230 u1: direct index for structure (layout( offset=0) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 0 (const uint) -0:230 u1b: direct index for structure (layout( offset=28) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1b: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 3 (const uint) -0:230 u1c: direct index for structure (layout( offset=32) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1c: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 4 (const uint) 0:231 move second child to first child ( temp uint) 0:231 'out_u1' ( temp uint) 0:231 imageAtomicExchange ( temp uint) 0:231 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:231 u1: direct index for structure (layout( offset=0) uniform uint) -0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:231 u1: direct index for structure ( uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) -0:231 u1: direct index for structure (layout( offset=0) uniform uint) -0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:231 u1: direct index for structure ( uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) 0:232 imageAtomicMax ( temp uint) 0:232 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:232 u1: direct index for structure (layout( offset=0) uniform uint) -0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:232 u1: direct index for structure ( uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) -0:232 u1: direct index for structure (layout( offset=0) uniform uint) -0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:232 u1: direct index for structure ( uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) 0:233 move second child to first child ( temp uint) 0:233 'out_u1' ( temp uint) 0:233 imageAtomicMax ( temp uint) 0:233 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:233 u1: direct index for structure (layout( offset=0) uniform uint) -0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:233 u1: direct index for structure ( uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) -0:233 u1: direct index for structure (layout( offset=0) uniform uint) -0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:233 u1: direct index for structure ( uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) 0:234 imageAtomicMin ( temp uint) 0:234 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:234 u1: direct index for structure (layout( offset=0) uniform uint) -0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:234 u1: direct index for structure ( uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) -0:234 u1: direct index for structure (layout( offset=0) uniform uint) -0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:234 u1: direct index for structure ( uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) 0:235 move second child to first child ( temp uint) 0:235 'out_u1' ( temp uint) 0:235 imageAtomicMin ( temp uint) 0:235 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:235 u1: direct index for structure (layout( offset=0) uniform uint) -0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:235 u1: direct index for structure ( uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) -0:235 u1: direct index for structure (layout( offset=0) uniform uint) -0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:235 u1: direct index for structure ( uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) 0:236 imageAtomicOr ( temp uint) 0:236 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:236 u1: direct index for structure (layout( offset=0) uniform uint) -0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:236 u1: direct index for structure ( uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) -0:236 u1: direct index for structure (layout( offset=0) uniform uint) -0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:236 u1: direct index for structure ( uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) 0:237 move second child to first child ( temp uint) 0:237 'out_u1' ( temp uint) 0:237 imageAtomicOr ( temp uint) 0:237 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:237 u1: direct index for structure (layout( offset=0) uniform uint) -0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:237 u1: direct index for structure ( uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) -0:237 u1: direct index for structure (layout( offset=0) uniform uint) -0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:237 u1: direct index for structure ( uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) 0:238 imageAtomicXor ( temp uint) 0:238 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:238 u1: direct index for structure (layout( offset=0) uniform uint) -0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:238 u1: direct index for structure ( uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) -0:238 u1: direct index for structure (layout( offset=0) uniform uint) -0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:238 u1: direct index for structure ( uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) 0:239 move second child to first child ( temp uint) 0:239 'out_u1' ( temp uint) 0:239 imageAtomicXor ( temp uint) 0:239 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:239 u1: direct index for structure (layout( offset=0) uniform uint) -0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:239 u1: direct index for structure ( uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) -0:239 u1: direct index for structure (layout( offset=0) uniform uint) -0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:239 u1: direct index for structure ( uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) 0:242 move second child to first child ( temp 4-component vector of float) @@ -1967,8 +1967,8 @@ gl_FragCoord origin is upper left 0:? 'g_tBuffF' (layout( r32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( r32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) Linked fragment stage: @@ -1982,1922 +1982,1922 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 imageAtomicAdd ( temp int) 0:50 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:50 i1: direct index for structure (layout( offset=36) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:50 i1: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:50 Constant: 0:50 5 (const uint) -0:50 i1b: direct index for structure (layout( offset=60) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:50 i1b: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:50 Constant: 0:50 8 (const uint) 0:51 move second child to first child ( temp int) 0:51 'out_i1' ( temp int) 0:51 imageAtomicAdd ( temp int) 0:51 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:51 i1: direct index for structure (layout( offset=36) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:51 i1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) -0:51 i1: direct index for structure (layout( offset=36) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:51 i1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) 0:52 imageAtomicAnd ( temp int) 0:52 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:52 i1: direct index for structure (layout( offset=36) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:52 i1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:52 Constant: 0:52 5 (const uint) -0:52 i1b: direct index for structure (layout( offset=60) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:52 i1b: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:52 Constant: 0:52 8 (const uint) 0:53 move second child to first child ( temp int) 0:53 'out_i1' ( temp int) 0:53 imageAtomicAnd ( temp int) 0:53 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:53 i1: direct index for structure (layout( offset=36) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:53 i1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) -0:53 i1: direct index for structure (layout( offset=36) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:53 i1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) 0:54 move second child to first child ( temp int) 0:54 'out_i1' ( temp int) 0:54 imageAtomicCompSwap ( temp int) 0:54 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:54 i1: direct index for structure (layout( offset=36) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 5 (const uint) -0:54 i1b: direct index for structure (layout( offset=60) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1b: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 8 (const uint) -0:54 i1c: direct index for structure (layout( offset=64) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1c: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 9 (const uint) 0:55 move second child to first child ( temp int) 0:55 'out_i1' ( temp int) 0:55 imageAtomicExchange ( temp int) 0:55 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:55 i1: direct index for structure (layout( offset=36) uniform int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:55 i1: direct index for structure ( uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) -0:55 i1: direct index for structure (layout( offset=36) uniform int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:55 i1: direct index for structure ( uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) 0:56 imageAtomicMax ( temp int) 0:56 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:56 i1: direct index for structure (layout( offset=36) uniform int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:56 i1: direct index for structure ( uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:56 Constant: 0:56 5 (const uint) -0:56 i1b: direct index for structure (layout( offset=60) uniform int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:56 i1b: direct index for structure ( uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:56 Constant: 0:56 8 (const uint) 0:57 move second child to first child ( temp int) 0:57 'out_i1' ( temp int) 0:57 imageAtomicMax ( temp int) 0:57 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:57 i1: direct index for structure (layout( offset=36) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:57 i1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) -0:57 i1: direct index for structure (layout( offset=36) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:57 i1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) 0:58 imageAtomicMin ( temp int) 0:58 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:58 i1: direct index for structure (layout( offset=36) uniform int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:58 i1: direct index for structure ( uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:58 Constant: 0:58 5 (const uint) -0:58 i1b: direct index for structure (layout( offset=60) uniform int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:58 i1b: direct index for structure ( uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:58 Constant: 0:58 8 (const uint) 0:59 move second child to first child ( temp int) 0:59 'out_i1' ( temp int) 0:59 imageAtomicMin ( temp int) 0:59 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:59 i1: direct index for structure (layout( offset=36) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:59 i1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) -0:59 i1: direct index for structure (layout( offset=36) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:59 i1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) 0:60 imageAtomicOr ( temp int) 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:60 i1: direct index for structure (layout( offset=36) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:60 i1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:60 Constant: 0:60 5 (const uint) -0:60 i1b: direct index for structure (layout( offset=60) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:60 i1b: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:60 Constant: 0:60 8 (const uint) 0:61 move second child to first child ( temp int) 0:61 'out_i1' ( temp int) 0:61 imageAtomicOr ( temp int) 0:61 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:61 i1: direct index for structure (layout( offset=36) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:61 i1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) -0:61 i1: direct index for structure (layout( offset=36) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:61 i1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) 0:62 imageAtomicXor ( temp int) 0:62 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:62 i1: direct index for structure (layout( offset=36) uniform int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:62 i1: direct index for structure ( uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:62 Constant: 0:62 5 (const uint) -0:62 i1b: direct index for structure (layout( offset=60) uniform int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:62 i1b: direct index for structure ( uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:62 Constant: 0:62 8 (const uint) 0:63 move second child to first child ( temp int) 0:63 'out_i1' ( temp int) 0:63 imageAtomicXor ( temp int) 0:63 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:63 i1: direct index for structure (layout( offset=36) uniform int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:63 i1: direct index for structure ( uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) -0:63 i1: direct index for structure (layout( offset=36) uniform int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:63 i1: direct index for structure ( uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) 0:66 imageAtomicAdd ( temp uint) 0:66 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:66 u1: direct index for structure (layout( offset=0) uniform uint) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:66 u1: direct index for structure ( uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) -0:66 u1: direct index for structure (layout( offset=0) uniform uint) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:66 u1: direct index for structure ( uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) 0:67 move second child to first child ( temp uint) 0:67 'out_u1' ( temp uint) 0:67 imageAtomicAdd ( temp uint) 0:67 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:67 u1: direct index for structure (layout( offset=0) uniform uint) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:67 u1: direct index for structure ( uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) -0:67 u1: direct index for structure (layout( offset=0) uniform uint) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:67 u1: direct index for structure ( uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) 0:68 imageAtomicAnd ( temp uint) 0:68 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:68 u1: direct index for structure (layout( offset=0) uniform uint) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:68 u1: direct index for structure ( uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) -0:68 u1: direct index for structure (layout( offset=0) uniform uint) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:68 u1: direct index for structure ( uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) 0:69 move second child to first child ( temp uint) 0:69 'out_u1' ( temp uint) 0:69 imageAtomicAnd ( temp uint) 0:69 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:69 u1: direct index for structure (layout( offset=0) uniform uint) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:69 u1: direct index for structure ( uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) -0:69 u1: direct index for structure (layout( offset=0) uniform uint) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:69 u1: direct index for structure ( uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) 0:70 move second child to first child ( temp uint) 0:70 'out_u1' ( temp uint) 0:70 imageAtomicCompSwap ( temp uint) 0:70 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:70 u1: direct index for structure (layout( offset=0) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 0 (const uint) -0:70 u1b: direct index for structure (layout( offset=28) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1b: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 3 (const uint) -0:70 u1c: direct index for structure (layout( offset=32) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1c: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 4 (const uint) 0:71 move second child to first child ( temp uint) 0:71 'out_u1' ( temp uint) 0:71 imageAtomicExchange ( temp uint) 0:71 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:71 u1: direct index for structure (layout( offset=0) uniform uint) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:71 u1: direct index for structure ( uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) -0:71 u1: direct index for structure (layout( offset=0) uniform uint) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:71 u1: direct index for structure ( uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) 0:72 imageAtomicMax ( temp uint) 0:72 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:72 u1: direct index for structure (layout( offset=0) uniform uint) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:72 u1: direct index for structure ( uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) -0:72 u1: direct index for structure (layout( offset=0) uniform uint) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:72 u1: direct index for structure ( uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) 0:73 move second child to first child ( temp uint) 0:73 'out_u1' ( temp uint) 0:73 imageAtomicMax ( temp uint) 0:73 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:73 u1: direct index for structure (layout( offset=0) uniform uint) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:73 u1: direct index for structure ( uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) -0:73 u1: direct index for structure (layout( offset=0) uniform uint) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:73 u1: direct index for structure ( uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) 0:74 imageAtomicMin ( temp uint) 0:74 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:74 u1: direct index for structure (layout( offset=0) uniform uint) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:74 u1: direct index for structure ( uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) -0:74 u1: direct index for structure (layout( offset=0) uniform uint) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:74 u1: direct index for structure ( uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) 0:75 move second child to first child ( temp uint) 0:75 'out_u1' ( temp uint) 0:75 imageAtomicMin ( temp uint) 0:75 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:75 u1: direct index for structure (layout( offset=0) uniform uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:75 u1: direct index for structure ( uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) -0:75 u1: direct index for structure (layout( offset=0) uniform uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:75 u1: direct index for structure ( uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) 0:76 imageAtomicOr ( temp uint) 0:76 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:76 u1: direct index for structure (layout( offset=0) uniform uint) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:76 u1: direct index for structure ( uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) -0:76 u1: direct index for structure (layout( offset=0) uniform uint) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:76 u1: direct index for structure ( uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) 0:77 move second child to first child ( temp uint) 0:77 'out_u1' ( temp uint) 0:77 imageAtomicOr ( temp uint) 0:77 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:77 u1: direct index for structure (layout( offset=0) uniform uint) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:77 u1: direct index for structure ( uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) -0:77 u1: direct index for structure (layout( offset=0) uniform uint) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:77 u1: direct index for structure ( uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) 0:78 imageAtomicXor ( temp uint) 0:78 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:78 u1: direct index for structure (layout( offset=0) uniform uint) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:78 u1: direct index for structure ( uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) -0:78 u1: direct index for structure (layout( offset=0) uniform uint) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:78 u1: direct index for structure ( uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) 0:79 move second child to first child ( temp uint) 0:79 'out_u1' ( temp uint) 0:79 imageAtomicXor ( temp uint) 0:79 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:79 u1: direct index for structure (layout( offset=0) uniform uint) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:79 u1: direct index for structure ( uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) -0:79 u1: direct index for structure (layout( offset=0) uniform uint) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:79 u1: direct index for structure ( uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) 0:82 imageAtomicAdd ( temp int) 0:82 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:82 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:82 i2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:82 Constant: 0:82 6 (const uint) -0:82 i1b: direct index for structure (layout( offset=60) uniform int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:82 i1b: direct index for structure ( uniform int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:82 Constant: 0:82 8 (const uint) 0:83 move second child to first child ( temp int) 0:83 'out_i1' ( temp int) 0:83 imageAtomicAdd ( temp int) 0:83 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:83 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:83 i2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:83 Constant: 0:83 6 (const uint) -0:83 i1: direct index for structure (layout( offset=36) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:83 i1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:83 Constant: 0:83 5 (const uint) 0:84 imageAtomicAnd ( temp int) 0:84 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:84 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:84 i2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:84 Constant: 0:84 6 (const uint) -0:84 i1b: direct index for structure (layout( offset=60) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:84 i1b: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:84 Constant: 0:84 8 (const uint) 0:85 move second child to first child ( temp int) 0:85 'out_i1' ( temp int) 0:85 imageAtomicAnd ( temp int) 0:85 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:85 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:85 i2: direct index for structure ( uniform 2-component vector of int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:85 Constant: 0:85 6 (const uint) -0:85 i1: direct index for structure (layout( offset=36) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:85 i1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:85 Constant: 0:85 5 (const uint) 0:86 move second child to first child ( temp int) 0:86 'out_i1' ( temp int) 0:86 imageAtomicCompSwap ( temp int) 0:86 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:86 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i2: direct index for structure ( uniform 2-component vector of int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 6 (const uint) -0:86 i1b: direct index for structure (layout( offset=60) uniform int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i1b: direct index for structure ( uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 8 (const uint) -0:86 i1c: direct index for structure (layout( offset=64) uniform int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i1c: direct index for structure ( uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 9 (const uint) 0:87 move second child to first child ( temp int) 0:87 'out_i1' ( temp int) 0:87 imageAtomicExchange ( temp int) 0:87 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:87 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:87 i2: direct index for structure ( uniform 2-component vector of int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:87 Constant: 0:87 6 (const uint) -0:87 i1: direct index for structure (layout( offset=36) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:87 i1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:87 Constant: 0:87 5 (const uint) 0:88 imageAtomicMax ( temp int) 0:88 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:88 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:88 i2: direct index for structure ( uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:88 Constant: 0:88 6 (const uint) -0:88 i1b: direct index for structure (layout( offset=60) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:88 i1b: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:88 Constant: 0:88 8 (const uint) 0:89 move second child to first child ( temp int) 0:89 'out_i1' ( temp int) 0:89 imageAtomicMax ( temp int) 0:89 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:89 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:89 i2: direct index for structure ( uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:89 Constant: 0:89 6 (const uint) -0:89 i1: direct index for structure (layout( offset=36) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:89 i1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:89 Constant: 0:89 5 (const uint) 0:90 imageAtomicMin ( temp int) 0:90 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:90 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:90 i2: direct index for structure ( uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:90 Constant: 0:90 6 (const uint) -0:90 i1b: direct index for structure (layout( offset=60) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:90 i1b: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:90 Constant: 0:90 8 (const uint) 0:91 move second child to first child ( temp int) 0:91 'out_i1' ( temp int) 0:91 imageAtomicMin ( temp int) 0:91 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:91 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:91 i2: direct index for structure ( uniform 2-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:91 Constant: 0:91 6 (const uint) -0:91 i1: direct index for structure (layout( offset=36) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:91 i1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:91 Constant: 0:91 5 (const uint) 0:92 imageAtomicOr ( temp int) 0:92 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:92 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:92 i2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:92 Constant: 0:92 6 (const uint) -0:92 i1b: direct index for structure (layout( offset=60) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:92 i1b: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:92 Constant: 0:92 8 (const uint) 0:93 move second child to first child ( temp int) 0:93 'out_i1' ( temp int) 0:93 imageAtomicOr ( temp int) 0:93 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:93 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:93 i2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:93 Constant: 0:93 6 (const uint) -0:93 i1: direct index for structure (layout( offset=36) uniform int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:93 i1: direct index for structure ( uniform int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:93 Constant: 0:93 5 (const uint) 0:94 imageAtomicXor ( temp int) 0:94 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:94 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:94 i2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:94 Constant: 0:94 6 (const uint) -0:94 i1b: direct index for structure (layout( offset=60) uniform int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:94 i1b: direct index for structure ( uniform int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:94 Constant: 0:94 8 (const uint) 0:95 move second child to first child ( temp int) 0:95 'out_i1' ( temp int) 0:95 imageAtomicXor ( temp int) 0:95 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:95 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:95 i2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:95 Constant: 0:95 6 (const uint) -0:95 i1: direct index for structure (layout( offset=36) uniform int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:95 i1: direct index for structure ( uniform int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:95 Constant: 0:95 5 (const uint) 0:98 imageAtomicAdd ( temp uint) 0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:98 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:98 u2: direct index for structure ( uniform 2-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:98 Constant: 0:98 1 (const uint) -0:98 u1: direct index for structure (layout( offset=0) uniform uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:98 u1: direct index for structure ( uniform uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:98 Constant: 0:98 0 (const uint) 0:99 move second child to first child ( temp uint) 0:99 'out_u1' ( temp uint) 0:99 imageAtomicAdd ( temp uint) 0:99 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:99 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:99 u2: direct index for structure ( uniform 2-component vector of uint) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:99 Constant: 0:99 1 (const uint) -0:99 u1: direct index for structure (layout( offset=0) uniform uint) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:99 u1: direct index for structure ( uniform uint) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:99 Constant: 0:99 0 (const uint) 0:100 imageAtomicAnd ( temp uint) 0:100 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:100 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:100 u2: direct index for structure ( uniform 2-component vector of uint) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:100 Constant: 0:100 1 (const uint) -0:100 u1: direct index for structure (layout( offset=0) uniform uint) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:100 u1: direct index for structure ( uniform uint) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:100 Constant: 0:100 0 (const uint) 0:101 move second child to first child ( temp uint) 0:101 'out_u1' ( temp uint) 0:101 imageAtomicAnd ( temp uint) 0:101 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:101 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:101 u2: direct index for structure ( uniform 2-component vector of uint) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:101 Constant: 0:101 1 (const uint) -0:101 u1: direct index for structure (layout( offset=0) uniform uint) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:101 u1: direct index for structure ( uniform uint) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:101 Constant: 0:101 0 (const uint) 0:102 move second child to first child ( temp uint) 0:102 'out_u1' ( temp uint) 0:102 imageAtomicCompSwap ( temp uint) 0:102 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:102 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u2: direct index for structure ( uniform 2-component vector of uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 1 (const uint) -0:102 u1b: direct index for structure (layout( offset=28) uniform uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u1b: direct index for structure ( uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 3 (const uint) -0:102 u1c: direct index for structure (layout( offset=32) uniform uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u1c: direct index for structure ( uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 4 (const uint) 0:103 move second child to first child ( temp uint) 0:103 'out_u1' ( temp uint) 0:103 imageAtomicExchange ( temp uint) 0:103 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:103 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:103 u2: direct index for structure ( uniform 2-component vector of uint) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:103 Constant: 0:103 1 (const uint) -0:103 u1: direct index for structure (layout( offset=0) uniform uint) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:103 u1: direct index for structure ( uniform uint) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:103 Constant: 0:103 0 (const uint) 0:104 imageAtomicMax ( temp uint) 0:104 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:104 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:104 u2: direct index for structure ( uniform 2-component vector of uint) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:104 Constant: 0:104 1 (const uint) -0:104 u1: direct index for structure (layout( offset=0) uniform uint) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:104 u1: direct index for structure ( uniform uint) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:104 Constant: 0:104 0 (const uint) 0:105 move second child to first child ( temp uint) 0:105 'out_u1' ( temp uint) 0:105 imageAtomicMax ( temp uint) 0:105 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:105 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:105 u2: direct index for structure ( uniform 2-component vector of uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:105 Constant: 0:105 1 (const uint) -0:105 u1: direct index for structure (layout( offset=0) uniform uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:105 u1: direct index for structure ( uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:105 Constant: 0:105 0 (const uint) 0:106 imageAtomicMin ( temp uint) 0:106 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:106 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:106 u2: direct index for structure ( uniform 2-component vector of uint) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:106 Constant: 0:106 1 (const uint) -0:106 u1: direct index for structure (layout( offset=0) uniform uint) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:106 u1: direct index for structure ( uniform uint) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:106 Constant: 0:106 0 (const uint) 0:107 move second child to first child ( temp uint) 0:107 'out_u1' ( temp uint) 0:107 imageAtomicMin ( temp uint) 0:107 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:107 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:107 u2: direct index for structure ( uniform 2-component vector of uint) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:107 Constant: 0:107 1 (const uint) -0:107 u1: direct index for structure (layout( offset=0) uniform uint) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:107 u1: direct index for structure ( uniform uint) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:107 Constant: 0:107 0 (const uint) 0:108 imageAtomicOr ( temp uint) 0:108 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:108 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:108 u2: direct index for structure ( uniform 2-component vector of uint) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:108 Constant: 0:108 1 (const uint) -0:108 u1: direct index for structure (layout( offset=0) uniform uint) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:108 u1: direct index for structure ( uniform uint) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:108 Constant: 0:108 0 (const uint) 0:109 move second child to first child ( temp uint) 0:109 'out_u1' ( temp uint) 0:109 imageAtomicOr ( temp uint) 0:109 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:109 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:109 u2: direct index for structure ( uniform 2-component vector of uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:109 Constant: 0:109 1 (const uint) -0:109 u1: direct index for structure (layout( offset=0) uniform uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:109 u1: direct index for structure ( uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:109 Constant: 0:109 0 (const uint) 0:110 imageAtomicXor ( temp uint) 0:110 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:110 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:110 u2: direct index for structure ( uniform 2-component vector of uint) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:110 Constant: 0:110 1 (const uint) -0:110 u1: direct index for structure (layout( offset=0) uniform uint) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:110 u1: direct index for structure ( uniform uint) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:110 Constant: 0:110 0 (const uint) 0:111 move second child to first child ( temp uint) 0:111 'out_u1' ( temp uint) 0:111 imageAtomicXor ( temp uint) 0:111 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:111 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:111 u2: direct index for structure ( uniform 2-component vector of uint) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:111 Constant: 0:111 1 (const uint) -0:111 u1: direct index for structure (layout( offset=0) uniform uint) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:111 u1: direct index for structure ( uniform uint) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:111 Constant: 0:111 0 (const uint) 0:114 imageAtomicAdd ( temp int) 0:114 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:114 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:114 i3: direct index for structure ( uniform 3-component vector of int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:114 Constant: 0:114 7 (const uint) -0:114 i1b: direct index for structure (layout( offset=60) uniform int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:114 i1b: direct index for structure ( uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:114 Constant: 0:114 8 (const uint) 0:115 move second child to first child ( temp int) 0:115 'out_i1' ( temp int) 0:115 imageAtomicAdd ( temp int) 0:115 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:115 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:115 i3: direct index for structure ( uniform 3-component vector of int) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:115 Constant: 0:115 7 (const uint) -0:115 i1: direct index for structure (layout( offset=36) uniform int) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:115 i1: direct index for structure ( uniform int) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:115 Constant: 0:115 5 (const uint) 0:116 imageAtomicAnd ( temp int) 0:116 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:116 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:116 i3: direct index for structure ( uniform 3-component vector of int) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:116 Constant: 0:116 7 (const uint) -0:116 i1b: direct index for structure (layout( offset=60) uniform int) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:116 i1b: direct index for structure ( uniform int) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:116 Constant: 0:116 8 (const uint) 0:117 move second child to first child ( temp int) 0:117 'out_i1' ( temp int) 0:117 imageAtomicAnd ( temp int) 0:117 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:117 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:117 i3: direct index for structure ( uniform 3-component vector of int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:117 Constant: 0:117 7 (const uint) -0:117 i1: direct index for structure (layout( offset=36) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:117 i1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:117 Constant: 0:117 5 (const uint) 0:118 move second child to first child ( temp int) 0:118 'out_i1' ( temp int) 0:118 imageAtomicCompSwap ( temp int) 0:118 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:118 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i3: direct index for structure ( uniform 3-component vector of int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 7 (const uint) -0:118 i1b: direct index for structure (layout( offset=60) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i1b: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 8 (const uint) -0:118 i1c: direct index for structure (layout( offset=64) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i1c: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 9 (const uint) 0:119 move second child to first child ( temp int) 0:119 'out_i1' ( temp int) 0:119 imageAtomicExchange ( temp int) 0:119 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:119 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:119 i3: direct index for structure ( uniform 3-component vector of int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:119 Constant: 0:119 7 (const uint) -0:119 i1: direct index for structure (layout( offset=36) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:119 i1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:119 Constant: 0:119 5 (const uint) 0:120 imageAtomicMax ( temp int) 0:120 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:120 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:120 i3: direct index for structure ( uniform 3-component vector of int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:120 Constant: 0:120 7 (const uint) -0:120 i1b: direct index for structure (layout( offset=60) uniform int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:120 i1b: direct index for structure ( uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:120 Constant: 0:120 8 (const uint) 0:121 move second child to first child ( temp int) 0:121 'out_i1' ( temp int) 0:121 imageAtomicMax ( temp int) 0:121 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:121 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:121 i3: direct index for structure ( uniform 3-component vector of int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:121 Constant: 0:121 7 (const uint) -0:121 i1: direct index for structure (layout( offset=36) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:121 i1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:121 Constant: 0:121 5 (const uint) 0:122 imageAtomicMin ( temp int) 0:122 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:122 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:122 i3: direct index for structure ( uniform 3-component vector of int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:122 Constant: 0:122 7 (const uint) -0:122 i1b: direct index for structure (layout( offset=60) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:122 i1b: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:122 Constant: 0:122 8 (const uint) 0:123 move second child to first child ( temp int) 0:123 'out_i1' ( temp int) 0:123 imageAtomicMin ( temp int) 0:123 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:123 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:123 i3: direct index for structure ( uniform 3-component vector of int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:123 Constant: 0:123 7 (const uint) -0:123 i1: direct index for structure (layout( offset=36) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:123 i1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:123 Constant: 0:123 5 (const uint) 0:124 imageAtomicOr ( temp int) 0:124 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:124 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:124 i3: direct index for structure ( uniform 3-component vector of int) +0:124 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:124 Constant: 0:124 7 (const uint) -0:124 i1b: direct index for structure (layout( offset=60) uniform int) -0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:124 i1b: direct index for structure ( uniform int) +0:124 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:124 Constant: 0:124 8 (const uint) 0:125 move second child to first child ( temp int) 0:125 'out_i1' ( temp int) 0:125 imageAtomicOr ( temp int) 0:125 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:125 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:125 i3: direct index for structure ( uniform 3-component vector of int) +0:125 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:125 Constant: 0:125 7 (const uint) -0:125 i1: direct index for structure (layout( offset=36) uniform int) -0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:125 i1: direct index for structure ( uniform int) +0:125 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:125 Constant: 0:125 5 (const uint) 0:126 imageAtomicXor ( temp int) 0:126 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:126 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:126 i3: direct index for structure ( uniform 3-component vector of int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:126 Constant: 0:126 7 (const uint) -0:126 i1b: direct index for structure (layout( offset=60) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:126 i1b: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:126 Constant: 0:126 8 (const uint) 0:127 move second child to first child ( temp int) 0:127 'out_i1' ( temp int) 0:127 imageAtomicXor ( temp int) 0:127 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:127 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:127 i3: direct index for structure ( uniform 3-component vector of int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:127 Constant: 0:127 7 (const uint) -0:127 i1: direct index for structure (layout( offset=36) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:127 i1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:127 Constant: 0:127 5 (const uint) 0:130 imageAtomicAdd ( temp uint) 0:130 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:130 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:130 u3: direct index for structure ( uniform 3-component vector of uint) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:130 Constant: 0:130 2 (const uint) -0:130 u1: direct index for structure (layout( offset=0) uniform uint) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:130 u1: direct index for structure ( uniform uint) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:130 Constant: 0:130 0 (const uint) 0:131 move second child to first child ( temp uint) 0:131 'out_u1' ( temp uint) 0:131 imageAtomicAdd ( temp uint) 0:131 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:131 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:131 u3: direct index for structure ( uniform 3-component vector of uint) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:131 Constant: 0:131 2 (const uint) -0:131 u1: direct index for structure (layout( offset=0) uniform uint) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:131 u1: direct index for structure ( uniform uint) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:131 Constant: 0:131 0 (const uint) 0:132 imageAtomicAnd ( temp uint) 0:132 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:132 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:132 u3: direct index for structure ( uniform 3-component vector of uint) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:132 Constant: 0:132 2 (const uint) -0:132 u1: direct index for structure (layout( offset=0) uniform uint) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:132 u1: direct index for structure ( uniform uint) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:132 Constant: 0:132 0 (const uint) 0:133 move second child to first child ( temp uint) 0:133 'out_u1' ( temp uint) 0:133 imageAtomicAnd ( temp uint) 0:133 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:133 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:133 u3: direct index for structure ( uniform 3-component vector of uint) +0:133 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:133 Constant: 0:133 2 (const uint) -0:133 u1: direct index for structure (layout( offset=0) uniform uint) -0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:133 u1: direct index for structure ( uniform uint) +0:133 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:133 Constant: 0:133 0 (const uint) 0:134 move second child to first child ( temp uint) 0:134 'out_u1' ( temp uint) 0:134 imageAtomicCompSwap ( temp uint) 0:134 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:134 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u3: direct index for structure ( uniform 3-component vector of uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 2 (const uint) -0:134 u1b: direct index for structure (layout( offset=28) uniform uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u1b: direct index for structure ( uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 3 (const uint) -0:134 u1c: direct index for structure (layout( offset=32) uniform uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u1c: direct index for structure ( uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 4 (const uint) 0:135 move second child to first child ( temp uint) 0:135 'out_u1' ( temp uint) 0:135 imageAtomicExchange ( temp uint) 0:135 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:135 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:135 u3: direct index for structure ( uniform 3-component vector of uint) +0:135 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:135 Constant: 0:135 2 (const uint) -0:135 u1: direct index for structure (layout( offset=0) uniform uint) -0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:135 u1: direct index for structure ( uniform uint) +0:135 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:135 Constant: 0:135 0 (const uint) 0:136 imageAtomicMax ( temp uint) 0:136 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:136 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:136 u3: direct index for structure ( uniform 3-component vector of uint) +0:136 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:136 Constant: 0:136 2 (const uint) -0:136 u1: direct index for structure (layout( offset=0) uniform uint) -0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:136 u1: direct index for structure ( uniform uint) +0:136 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:136 Constant: 0:136 0 (const uint) 0:137 move second child to first child ( temp uint) 0:137 'out_u1' ( temp uint) 0:137 imageAtomicMax ( temp uint) 0:137 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:137 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:137 u3: direct index for structure ( uniform 3-component vector of uint) +0:137 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:137 Constant: 0:137 2 (const uint) -0:137 u1: direct index for structure (layout( offset=0) uniform uint) -0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:137 u1: direct index for structure ( uniform uint) +0:137 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:137 Constant: 0:137 0 (const uint) 0:138 imageAtomicMin ( temp uint) 0:138 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:138 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:138 u3: direct index for structure ( uniform 3-component vector of uint) +0:138 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:138 Constant: 0:138 2 (const uint) -0:138 u1: direct index for structure (layout( offset=0) uniform uint) -0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:138 u1: direct index for structure ( uniform uint) +0:138 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:138 Constant: 0:138 0 (const uint) 0:139 move second child to first child ( temp uint) 0:139 'out_u1' ( temp uint) 0:139 imageAtomicMin ( temp uint) 0:139 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:139 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:139 u3: direct index for structure ( uniform 3-component vector of uint) +0:139 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:139 Constant: 0:139 2 (const uint) -0:139 u1: direct index for structure (layout( offset=0) uniform uint) -0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:139 u1: direct index for structure ( uniform uint) +0:139 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:139 Constant: 0:139 0 (const uint) 0:140 imageAtomicOr ( temp uint) 0:140 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:140 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:140 u3: direct index for structure ( uniform 3-component vector of uint) +0:140 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:140 Constant: 0:140 2 (const uint) -0:140 u1: direct index for structure (layout( offset=0) uniform uint) -0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:140 u1: direct index for structure ( uniform uint) +0:140 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:140 Constant: 0:140 0 (const uint) 0:141 move second child to first child ( temp uint) 0:141 'out_u1' ( temp uint) 0:141 imageAtomicOr ( temp uint) 0:141 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:141 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:141 u3: direct index for structure ( uniform 3-component vector of uint) +0:141 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:141 Constant: 0:141 2 (const uint) -0:141 u1: direct index for structure (layout( offset=0) uniform uint) -0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:141 u1: direct index for structure ( uniform uint) +0:141 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:141 Constant: 0:141 0 (const uint) 0:142 imageAtomicXor ( temp uint) 0:142 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:142 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:142 u3: direct index for structure ( uniform 3-component vector of uint) +0:142 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:142 Constant: 0:142 2 (const uint) -0:142 u1: direct index for structure (layout( offset=0) uniform uint) -0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:142 u1: direct index for structure ( uniform uint) +0:142 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:142 Constant: 0:142 0 (const uint) 0:143 move second child to first child ( temp uint) 0:143 'out_u1' ( temp uint) 0:143 imageAtomicXor ( temp uint) 0:143 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:143 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:143 u3: direct index for structure ( uniform 3-component vector of uint) +0:143 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:143 Constant: 0:143 2 (const uint) -0:143 u1: direct index for structure (layout( offset=0) uniform uint) -0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:143 u1: direct index for structure ( uniform uint) +0:143 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:143 Constant: 0:143 0 (const uint) 0:146 imageAtomicAdd ( temp int) 0:146 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:146 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:146 i2: direct index for structure ( uniform 2-component vector of int) +0:146 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:146 Constant: 0:146 6 (const uint) -0:146 i1b: direct index for structure (layout( offset=60) uniform int) -0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:146 i1b: direct index for structure ( uniform int) +0:146 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:146 Constant: 0:146 8 (const uint) 0:147 move second child to first child ( temp int) 0:147 'out_i1' ( temp int) 0:147 imageAtomicAdd ( temp int) 0:147 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:147 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:147 i2: direct index for structure ( uniform 2-component vector of int) +0:147 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:147 Constant: 0:147 6 (const uint) -0:147 i1: direct index for structure (layout( offset=36) uniform int) -0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:147 i1: direct index for structure ( uniform int) +0:147 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:147 Constant: 0:147 5 (const uint) 0:148 imageAtomicAnd ( temp int) 0:148 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:148 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:148 i2: direct index for structure ( uniform 2-component vector of int) +0:148 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:148 Constant: 0:148 6 (const uint) -0:148 i1b: direct index for structure (layout( offset=60) uniform int) -0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:148 i1b: direct index for structure ( uniform int) +0:148 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:148 Constant: 0:148 8 (const uint) 0:149 move second child to first child ( temp int) 0:149 'out_i1' ( temp int) 0:149 imageAtomicAnd ( temp int) 0:149 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:149 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:149 i2: direct index for structure ( uniform 2-component vector of int) +0:149 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:149 Constant: 0:149 6 (const uint) -0:149 i1: direct index for structure (layout( offset=36) uniform int) -0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:149 i1: direct index for structure ( uniform int) +0:149 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:149 Constant: 0:149 5 (const uint) 0:150 move second child to first child ( temp int) 0:150 'out_i1' ( temp int) 0:150 imageAtomicCompSwap ( temp int) 0:150 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:150 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i2: direct index for structure ( uniform 2-component vector of int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 6 (const uint) -0:150 i1b: direct index for structure (layout( offset=60) uniform int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i1b: direct index for structure ( uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 8 (const uint) -0:150 i1c: direct index for structure (layout( offset=64) uniform int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i1c: direct index for structure ( uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 9 (const uint) 0:151 move second child to first child ( temp int) 0:151 'out_i1' ( temp int) 0:151 imageAtomicExchange ( temp int) 0:151 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:151 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:151 i2: direct index for structure ( uniform 2-component vector of int) +0:151 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:151 Constant: 0:151 6 (const uint) -0:151 i1: direct index for structure (layout( offset=36) uniform int) -0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:151 i1: direct index for structure ( uniform int) +0:151 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:151 Constant: 0:151 5 (const uint) 0:152 imageAtomicMax ( temp int) 0:152 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:152 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:152 i2: direct index for structure ( uniform 2-component vector of int) +0:152 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:152 Constant: 0:152 6 (const uint) -0:152 i1b: direct index for structure (layout( offset=60) uniform int) -0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:152 i1b: direct index for structure ( uniform int) +0:152 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:152 Constant: 0:152 8 (const uint) 0:153 move second child to first child ( temp int) 0:153 'out_i1' ( temp int) 0:153 imageAtomicMax ( temp int) 0:153 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:153 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:153 i2: direct index for structure ( uniform 2-component vector of int) +0:153 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:153 Constant: 0:153 6 (const uint) -0:153 i1: direct index for structure (layout( offset=36) uniform int) -0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:153 i1: direct index for structure ( uniform int) +0:153 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:153 Constant: 0:153 5 (const uint) 0:154 imageAtomicMin ( temp int) 0:154 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:154 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:154 i2: direct index for structure ( uniform 2-component vector of int) +0:154 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:154 Constant: 0:154 6 (const uint) -0:154 i1b: direct index for structure (layout( offset=60) uniform int) -0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:154 i1b: direct index for structure ( uniform int) +0:154 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:154 Constant: 0:154 8 (const uint) 0:155 move second child to first child ( temp int) 0:155 'out_i1' ( temp int) 0:155 imageAtomicMin ( temp int) 0:155 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:155 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:155 i2: direct index for structure ( uniform 2-component vector of int) +0:155 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:155 Constant: 0:155 6 (const uint) -0:155 i1: direct index for structure (layout( offset=36) uniform int) -0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:155 i1: direct index for structure ( uniform int) +0:155 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:155 Constant: 0:155 5 (const uint) 0:156 imageAtomicOr ( temp int) 0:156 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:156 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:156 i2: direct index for structure ( uniform 2-component vector of int) +0:156 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:156 Constant: 0:156 6 (const uint) -0:156 i1b: direct index for structure (layout( offset=60) uniform int) -0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:156 i1b: direct index for structure ( uniform int) +0:156 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:156 Constant: 0:156 8 (const uint) 0:157 move second child to first child ( temp int) 0:157 'out_i1' ( temp int) 0:157 imageAtomicOr ( temp int) 0:157 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:157 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:157 i2: direct index for structure ( uniform 2-component vector of int) +0:157 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:157 Constant: 0:157 6 (const uint) -0:157 i1: direct index for structure (layout( offset=36) uniform int) -0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:157 i1: direct index for structure ( uniform int) +0:157 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:157 Constant: 0:157 5 (const uint) 0:158 imageAtomicXor ( temp int) 0:158 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:158 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:158 i2: direct index for structure ( uniform 2-component vector of int) +0:158 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:158 Constant: 0:158 6 (const uint) -0:158 i1b: direct index for structure (layout( offset=60) uniform int) -0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:158 i1b: direct index for structure ( uniform int) +0:158 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:158 Constant: 0:158 8 (const uint) 0:159 move second child to first child ( temp int) 0:159 'out_i1' ( temp int) 0:159 imageAtomicXor ( temp int) 0:159 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:159 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:159 i2: direct index for structure ( uniform 2-component vector of int) +0:159 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:159 Constant: 0:159 6 (const uint) -0:159 i1: direct index for structure (layout( offset=36) uniform int) -0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:159 i1: direct index for structure ( uniform int) +0:159 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:159 Constant: 0:159 5 (const uint) 0:162 imageAtomicAdd ( temp uint) 0:162 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:162 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:162 u2: direct index for structure ( uniform 2-component vector of uint) +0:162 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:162 Constant: 0:162 1 (const uint) -0:162 u1: direct index for structure (layout( offset=0) uniform uint) -0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:162 u1: direct index for structure ( uniform uint) +0:162 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:162 Constant: 0:162 0 (const uint) 0:163 move second child to first child ( temp uint) 0:163 'out_u1' ( temp uint) 0:163 imageAtomicAdd ( temp uint) 0:163 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:163 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:163 u2: direct index for structure ( uniform 2-component vector of uint) +0:163 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:163 Constant: 0:163 1 (const uint) -0:163 u1: direct index for structure (layout( offset=0) uniform uint) -0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:163 u1: direct index for structure ( uniform uint) +0:163 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:163 Constant: 0:163 0 (const uint) 0:164 imageAtomicAnd ( temp uint) 0:164 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:164 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:164 u2: direct index for structure ( uniform 2-component vector of uint) +0:164 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:164 Constant: 0:164 1 (const uint) -0:164 u1: direct index for structure (layout( offset=0) uniform uint) -0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:164 u1: direct index for structure ( uniform uint) +0:164 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:164 Constant: 0:164 0 (const uint) 0:165 move second child to first child ( temp uint) 0:165 'out_u1' ( temp uint) 0:165 imageAtomicAnd ( temp uint) 0:165 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:165 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:165 u2: direct index for structure ( uniform 2-component vector of uint) +0:165 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:165 Constant: 0:165 1 (const uint) -0:165 u1: direct index for structure (layout( offset=0) uniform uint) -0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:165 u1: direct index for structure ( uniform uint) +0:165 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:165 Constant: 0:165 0 (const uint) 0:166 move second child to first child ( temp uint) 0:166 'out_u1' ( temp uint) 0:166 imageAtomicCompSwap ( temp uint) 0:166 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:166 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u2: direct index for structure ( uniform 2-component vector of uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 1 (const uint) -0:166 u1b: direct index for structure (layout( offset=28) uniform uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u1b: direct index for structure ( uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 3 (const uint) -0:166 u1c: direct index for structure (layout( offset=32) uniform uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u1c: direct index for structure ( uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 4 (const uint) 0:167 move second child to first child ( temp uint) 0:167 'out_u1' ( temp uint) 0:167 imageAtomicExchange ( temp uint) 0:167 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:167 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:167 u2: direct index for structure ( uniform 2-component vector of uint) +0:167 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:167 Constant: 0:167 1 (const uint) -0:167 u1: direct index for structure (layout( offset=0) uniform uint) -0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:167 u1: direct index for structure ( uniform uint) +0:167 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:167 Constant: 0:167 0 (const uint) 0:168 imageAtomicMax ( temp uint) 0:168 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:168 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:168 u2: direct index for structure ( uniform 2-component vector of uint) +0:168 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:168 Constant: 0:168 1 (const uint) -0:168 u1: direct index for structure (layout( offset=0) uniform uint) -0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:168 u1: direct index for structure ( uniform uint) +0:168 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:168 Constant: 0:168 0 (const uint) 0:169 move second child to first child ( temp uint) 0:169 'out_u1' ( temp uint) 0:169 imageAtomicMax ( temp uint) 0:169 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:169 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:169 u2: direct index for structure ( uniform 2-component vector of uint) +0:169 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:169 Constant: 0:169 1 (const uint) -0:169 u1: direct index for structure (layout( offset=0) uniform uint) -0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:169 u1: direct index for structure ( uniform uint) +0:169 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:169 Constant: 0:169 0 (const uint) 0:170 imageAtomicMin ( temp uint) 0:170 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:170 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:170 u2: direct index for structure ( uniform 2-component vector of uint) +0:170 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:170 Constant: 0:170 1 (const uint) -0:170 u1: direct index for structure (layout( offset=0) uniform uint) -0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:170 u1: direct index for structure ( uniform uint) +0:170 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:170 Constant: 0:170 0 (const uint) 0:171 move second child to first child ( temp uint) 0:171 'out_u1' ( temp uint) 0:171 imageAtomicMin ( temp uint) 0:171 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:171 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:171 u2: direct index for structure ( uniform 2-component vector of uint) +0:171 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:171 Constant: 0:171 1 (const uint) -0:171 u1: direct index for structure (layout( offset=0) uniform uint) -0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:171 u1: direct index for structure ( uniform uint) +0:171 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:171 Constant: 0:171 0 (const uint) 0:172 imageAtomicOr ( temp uint) 0:172 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:172 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:172 u2: direct index for structure ( uniform 2-component vector of uint) +0:172 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:172 Constant: 0:172 1 (const uint) -0:172 u1: direct index for structure (layout( offset=0) uniform uint) -0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:172 u1: direct index for structure ( uniform uint) +0:172 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:172 Constant: 0:172 0 (const uint) 0:173 move second child to first child ( temp uint) 0:173 'out_u1' ( temp uint) 0:173 imageAtomicOr ( temp uint) 0:173 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:173 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:173 u2: direct index for structure ( uniform 2-component vector of uint) +0:173 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:173 Constant: 0:173 1 (const uint) -0:173 u1: direct index for structure (layout( offset=0) uniform uint) -0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:173 u1: direct index for structure ( uniform uint) +0:173 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:173 Constant: 0:173 0 (const uint) 0:174 imageAtomicXor ( temp uint) 0:174 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:174 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:174 u2: direct index for structure ( uniform 2-component vector of uint) +0:174 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:174 Constant: 0:174 1 (const uint) -0:174 u1: direct index for structure (layout( offset=0) uniform uint) -0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:174 u1: direct index for structure ( uniform uint) +0:174 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:174 Constant: 0:174 0 (const uint) 0:175 move second child to first child ( temp uint) 0:175 'out_u1' ( temp uint) 0:175 imageAtomicXor ( temp uint) 0:175 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:175 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:175 u2: direct index for structure ( uniform 2-component vector of uint) +0:175 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:175 Constant: 0:175 1 (const uint) -0:175 u1: direct index for structure (layout( offset=0) uniform uint) -0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:175 u1: direct index for structure ( uniform uint) +0:175 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:175 Constant: 0:175 0 (const uint) 0:178 imageAtomicAdd ( temp int) 0:178 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:178 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:178 i2: direct index for structure ( uniform 2-component vector of int) +0:178 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:178 Constant: 0:178 6 (const uint) -0:178 i1b: direct index for structure (layout( offset=60) uniform int) -0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:178 i1b: direct index for structure ( uniform int) +0:178 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:178 Constant: 0:178 8 (const uint) 0:179 move second child to first child ( temp int) 0:179 'out_i1' ( temp int) 0:179 imageAtomicAdd ( temp int) 0:179 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:179 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:179 i2: direct index for structure ( uniform 2-component vector of int) +0:179 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:179 Constant: 0:179 6 (const uint) -0:179 i1: direct index for structure (layout( offset=36) uniform int) -0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:179 i1: direct index for structure ( uniform int) +0:179 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:179 Constant: 0:179 5 (const uint) 0:180 imageAtomicAnd ( temp int) 0:180 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:180 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:180 i2: direct index for structure ( uniform 2-component vector of int) +0:180 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:180 Constant: 0:180 6 (const uint) -0:180 i1b: direct index for structure (layout( offset=60) uniform int) -0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:180 i1b: direct index for structure ( uniform int) +0:180 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:180 Constant: 0:180 8 (const uint) 0:181 move second child to first child ( temp int) 0:181 'out_i1' ( temp int) 0:181 imageAtomicAnd ( temp int) 0:181 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:181 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:181 i2: direct index for structure ( uniform 2-component vector of int) +0:181 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:181 Constant: 0:181 6 (const uint) -0:181 i1: direct index for structure (layout( offset=36) uniform int) -0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:181 i1: direct index for structure ( uniform int) +0:181 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:181 Constant: 0:181 5 (const uint) 0:182 move second child to first child ( temp int) 0:182 'out_i1' ( temp int) 0:182 imageAtomicCompSwap ( temp int) 0:182 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:182 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i2: direct index for structure ( uniform 2-component vector of int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 6 (const uint) -0:182 i1b: direct index for structure (layout( offset=60) uniform int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i1b: direct index for structure ( uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 8 (const uint) -0:182 i1c: direct index for structure (layout( offset=64) uniform int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i1c: direct index for structure ( uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 9 (const uint) 0:183 move second child to first child ( temp int) 0:183 'out_i1' ( temp int) 0:183 imageAtomicExchange ( temp int) 0:183 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:183 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:183 i2: direct index for structure ( uniform 2-component vector of int) +0:183 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:183 Constant: 0:183 6 (const uint) -0:183 i1: direct index for structure (layout( offset=36) uniform int) -0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:183 i1: direct index for structure ( uniform int) +0:183 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:183 Constant: 0:183 5 (const uint) 0:184 imageAtomicMax ( temp int) 0:184 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:184 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:184 i2: direct index for structure ( uniform 2-component vector of int) +0:184 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:184 Constant: 0:184 6 (const uint) -0:184 i1b: direct index for structure (layout( offset=60) uniform int) -0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:184 i1b: direct index for structure ( uniform int) +0:184 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:184 Constant: 0:184 8 (const uint) 0:185 move second child to first child ( temp int) 0:185 'out_i1' ( temp int) 0:185 imageAtomicMax ( temp int) 0:185 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:185 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:185 i2: direct index for structure ( uniform 2-component vector of int) +0:185 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:185 Constant: 0:185 6 (const uint) -0:185 i1: direct index for structure (layout( offset=36) uniform int) -0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:185 i1: direct index for structure ( uniform int) +0:185 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:185 Constant: 0:185 5 (const uint) 0:186 imageAtomicMin ( temp int) 0:186 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:186 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:186 i2: direct index for structure ( uniform 2-component vector of int) +0:186 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:186 Constant: 0:186 6 (const uint) -0:186 i1b: direct index for structure (layout( offset=60) uniform int) -0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:186 i1b: direct index for structure ( uniform int) +0:186 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:186 Constant: 0:186 8 (const uint) 0:187 move second child to first child ( temp int) 0:187 'out_i1' ( temp int) 0:187 imageAtomicMin ( temp int) 0:187 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:187 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:187 i2: direct index for structure ( uniform 2-component vector of int) +0:187 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:187 Constant: 0:187 6 (const uint) -0:187 i1: direct index for structure (layout( offset=36) uniform int) -0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:187 i1: direct index for structure ( uniform int) +0:187 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:187 Constant: 0:187 5 (const uint) 0:188 imageAtomicOr ( temp int) 0:188 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:188 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:188 i2: direct index for structure ( uniform 2-component vector of int) +0:188 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:188 Constant: 0:188 6 (const uint) -0:188 i1b: direct index for structure (layout( offset=60) uniform int) -0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:188 i1b: direct index for structure ( uniform int) +0:188 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:188 Constant: 0:188 8 (const uint) 0:189 move second child to first child ( temp int) 0:189 'out_i1' ( temp int) 0:189 imageAtomicOr ( temp int) 0:189 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:189 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:189 i2: direct index for structure ( uniform 2-component vector of int) +0:189 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:189 Constant: 0:189 6 (const uint) -0:189 i1: direct index for structure (layout( offset=36) uniform int) -0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:189 i1: direct index for structure ( uniform int) +0:189 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:189 Constant: 0:189 5 (const uint) 0:190 imageAtomicXor ( temp int) 0:190 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:190 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:190 i2: direct index for structure ( uniform 2-component vector of int) +0:190 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:190 Constant: 0:190 6 (const uint) -0:190 i1b: direct index for structure (layout( offset=60) uniform int) -0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:190 i1b: direct index for structure ( uniform int) +0:190 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:190 Constant: 0:190 8 (const uint) 0:191 move second child to first child ( temp int) 0:191 'out_i1' ( temp int) 0:191 imageAtomicXor ( temp int) 0:191 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:191 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:191 i2: direct index for structure ( uniform 2-component vector of int) +0:191 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:191 Constant: 0:191 6 (const uint) -0:191 i1: direct index for structure (layout( offset=36) uniform int) -0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:191 i1: direct index for structure ( uniform int) +0:191 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:191 Constant: 0:191 5 (const uint) 0:194 imageAtomicAdd ( temp uint) 0:194 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:194 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:194 u2: direct index for structure ( uniform 2-component vector of uint) +0:194 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:194 Constant: 0:194 1 (const uint) -0:194 u1: direct index for structure (layout( offset=0) uniform uint) -0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:194 u1: direct index for structure ( uniform uint) +0:194 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:194 Constant: 0:194 0 (const uint) 0:195 move second child to first child ( temp uint) 0:195 'out_u1' ( temp uint) 0:195 imageAtomicAdd ( temp uint) 0:195 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:195 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:195 u2: direct index for structure ( uniform 2-component vector of uint) +0:195 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:195 Constant: 0:195 1 (const uint) -0:195 u1: direct index for structure (layout( offset=0) uniform uint) -0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:195 u1: direct index for structure ( uniform uint) +0:195 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:195 Constant: 0:195 0 (const uint) 0:196 imageAtomicAnd ( temp uint) 0:196 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:196 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:196 u2: direct index for structure ( uniform 2-component vector of uint) +0:196 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:196 Constant: 0:196 1 (const uint) -0:196 u1: direct index for structure (layout( offset=0) uniform uint) -0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:196 u1: direct index for structure ( uniform uint) +0:196 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:196 Constant: 0:196 0 (const uint) 0:197 move second child to first child ( temp uint) 0:197 'out_u1' ( temp uint) 0:197 imageAtomicAnd ( temp uint) 0:197 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:197 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:197 u2: direct index for structure ( uniform 2-component vector of uint) +0:197 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:197 Constant: 0:197 1 (const uint) -0:197 u1: direct index for structure (layout( offset=0) uniform uint) -0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:197 u1: direct index for structure ( uniform uint) +0:197 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:197 Constant: 0:197 0 (const uint) 0:198 move second child to first child ( temp uint) 0:198 'out_u1' ( temp uint) 0:198 imageAtomicCompSwap ( temp uint) 0:198 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:198 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u2: direct index for structure ( uniform 2-component vector of uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 1 (const uint) -0:198 u1b: direct index for structure (layout( offset=28) uniform uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u1b: direct index for structure ( uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 3 (const uint) -0:198 u1c: direct index for structure (layout( offset=32) uniform uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u1c: direct index for structure ( uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 4 (const uint) 0:199 move second child to first child ( temp uint) 0:199 'out_u1' ( temp uint) 0:199 imageAtomicExchange ( temp uint) 0:199 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:199 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:199 u2: direct index for structure ( uniform 2-component vector of uint) +0:199 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:199 Constant: 0:199 1 (const uint) -0:199 u1: direct index for structure (layout( offset=0) uniform uint) -0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:199 u1: direct index for structure ( uniform uint) +0:199 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:199 Constant: 0:199 0 (const uint) 0:200 imageAtomicMax ( temp uint) 0:200 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:200 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:200 u2: direct index for structure ( uniform 2-component vector of uint) +0:200 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:200 Constant: 0:200 1 (const uint) -0:200 u1: direct index for structure (layout( offset=0) uniform uint) -0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:200 u1: direct index for structure ( uniform uint) +0:200 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:200 Constant: 0:200 0 (const uint) 0:201 move second child to first child ( temp uint) 0:201 'out_u1' ( temp uint) 0:201 imageAtomicMax ( temp uint) 0:201 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:201 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:201 u2: direct index for structure ( uniform 2-component vector of uint) +0:201 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:201 Constant: 0:201 1 (const uint) -0:201 u1: direct index for structure (layout( offset=0) uniform uint) -0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:201 u1: direct index for structure ( uniform uint) +0:201 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:201 Constant: 0:201 0 (const uint) 0:202 imageAtomicMin ( temp uint) 0:202 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:202 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:202 u2: direct index for structure ( uniform 2-component vector of uint) +0:202 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:202 Constant: 0:202 1 (const uint) -0:202 u1: direct index for structure (layout( offset=0) uniform uint) -0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:202 u1: direct index for structure ( uniform uint) +0:202 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:202 Constant: 0:202 0 (const uint) 0:203 move second child to first child ( temp uint) 0:203 'out_u1' ( temp uint) 0:203 imageAtomicMin ( temp uint) 0:203 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:203 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:203 u2: direct index for structure ( uniform 2-component vector of uint) +0:203 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:203 Constant: 0:203 1 (const uint) -0:203 u1: direct index for structure (layout( offset=0) uniform uint) -0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:203 u1: direct index for structure ( uniform uint) +0:203 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:203 Constant: 0:203 0 (const uint) 0:204 imageAtomicOr ( temp uint) 0:204 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:204 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:204 u2: direct index for structure ( uniform 2-component vector of uint) +0:204 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:204 Constant: 0:204 1 (const uint) -0:204 u1: direct index for structure (layout( offset=0) uniform uint) -0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:204 u1: direct index for structure ( uniform uint) +0:204 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:204 Constant: 0:204 0 (const uint) 0:205 move second child to first child ( temp uint) 0:205 'out_u1' ( temp uint) 0:205 imageAtomicOr ( temp uint) 0:205 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:205 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:205 u2: direct index for structure ( uniform 2-component vector of uint) +0:205 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:205 Constant: 0:205 1 (const uint) -0:205 u1: direct index for structure (layout( offset=0) uniform uint) -0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:205 u1: direct index for structure ( uniform uint) +0:205 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:205 Constant: 0:205 0 (const uint) 0:206 imageAtomicXor ( temp uint) 0:206 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:206 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:206 u2: direct index for structure ( uniform 2-component vector of uint) +0:206 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:206 Constant: 0:206 1 (const uint) -0:206 u1: direct index for structure (layout( offset=0) uniform uint) -0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:206 u1: direct index for structure ( uniform uint) +0:206 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:206 Constant: 0:206 0 (const uint) 0:207 move second child to first child ( temp uint) 0:207 'out_u1' ( temp uint) 0:207 imageAtomicXor ( temp uint) 0:207 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:207 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:207 u2: direct index for structure ( uniform 2-component vector of uint) +0:207 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:207 Constant: 0:207 1 (const uint) -0:207 u1: direct index for structure (layout( offset=0) uniform uint) -0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:207 u1: direct index for structure ( uniform uint) +0:207 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:207 Constant: 0:207 0 (const uint) 0:210 imageAtomicAdd ( temp int) 0:210 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:210 i1: direct index for structure (layout( offset=36) uniform int) -0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:210 i1: direct index for structure ( uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:210 Constant: 0:210 5 (const uint) -0:210 i1b: direct index for structure (layout( offset=60) uniform int) -0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:210 i1b: direct index for structure ( uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:210 Constant: 0:210 8 (const uint) 0:211 move second child to first child ( temp int) 0:211 'out_i1' ( temp int) 0:211 imageAtomicAdd ( temp int) 0:211 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:211 i1: direct index for structure (layout( offset=36) uniform int) -0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:211 i1: direct index for structure ( uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) -0:211 i1: direct index for structure (layout( offset=36) uniform int) -0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:211 i1: direct index for structure ( uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) 0:212 imageAtomicAnd ( temp int) 0:212 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:212 i1: direct index for structure (layout( offset=36) uniform int) -0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:212 i1: direct index for structure ( uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:212 Constant: 0:212 5 (const uint) -0:212 i1b: direct index for structure (layout( offset=60) uniform int) -0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:212 i1b: direct index for structure ( uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:212 Constant: 0:212 8 (const uint) 0:213 move second child to first child ( temp int) 0:213 'out_i1' ( temp int) 0:213 imageAtomicAnd ( temp int) 0:213 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:213 i1: direct index for structure (layout( offset=36) uniform int) -0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:213 i1: direct index for structure ( uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) -0:213 i1: direct index for structure (layout( offset=36) uniform int) -0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:213 i1: direct index for structure ( uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) 0:214 move second child to first child ( temp int) 0:214 'out_i1' ( temp int) 0:214 imageAtomicCompSwap ( temp int) 0:214 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:214 i1: direct index for structure (layout( offset=36) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 5 (const uint) -0:214 i1b: direct index for structure (layout( offset=60) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1b: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 8 (const uint) -0:214 i1c: direct index for structure (layout( offset=64) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1c: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 9 (const uint) 0:215 move second child to first child ( temp int) 0:215 'out_i1' ( temp int) 0:215 imageAtomicExchange ( temp int) 0:215 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:215 i1: direct index for structure (layout( offset=36) uniform int) -0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:215 i1: direct index for structure ( uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) -0:215 i1: direct index for structure (layout( offset=36) uniform int) -0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:215 i1: direct index for structure ( uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) 0:216 imageAtomicMax ( temp int) 0:216 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:216 i1: direct index for structure (layout( offset=36) uniform int) -0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:216 i1: direct index for structure ( uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:216 Constant: 0:216 5 (const uint) -0:216 i1b: direct index for structure (layout( offset=60) uniform int) -0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:216 i1b: direct index for structure ( uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:216 Constant: 0:216 8 (const uint) 0:217 move second child to first child ( temp int) 0:217 'out_i1' ( temp int) 0:217 imageAtomicMax ( temp int) 0:217 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:217 i1: direct index for structure (layout( offset=36) uniform int) -0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:217 i1: direct index for structure ( uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) -0:217 i1: direct index for structure (layout( offset=36) uniform int) -0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:217 i1: direct index for structure ( uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) 0:218 imageAtomicMin ( temp int) 0:218 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:218 i1: direct index for structure (layout( offset=36) uniform int) -0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:218 i1: direct index for structure ( uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:218 Constant: 0:218 5 (const uint) -0:218 i1b: direct index for structure (layout( offset=60) uniform int) -0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:218 i1b: direct index for structure ( uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:218 Constant: 0:218 8 (const uint) 0:219 move second child to first child ( temp int) 0:219 'out_i1' ( temp int) 0:219 imageAtomicMin ( temp int) 0:219 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:219 i1: direct index for structure (layout( offset=36) uniform int) -0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:219 i1: direct index for structure ( uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) -0:219 i1: direct index for structure (layout( offset=36) uniform int) -0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:219 i1: direct index for structure ( uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) 0:220 imageAtomicOr ( temp int) 0:220 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:220 i1: direct index for structure (layout( offset=36) uniform int) -0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:220 i1: direct index for structure ( uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:220 Constant: 0:220 5 (const uint) -0:220 i1b: direct index for structure (layout( offset=60) uniform int) -0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:220 i1b: direct index for structure ( uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:220 Constant: 0:220 8 (const uint) 0:221 move second child to first child ( temp int) 0:221 'out_i1' ( temp int) 0:221 imageAtomicOr ( temp int) 0:221 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:221 i1: direct index for structure (layout( offset=36) uniform int) -0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:221 i1: direct index for structure ( uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) -0:221 i1: direct index for structure (layout( offset=36) uniform int) -0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:221 i1: direct index for structure ( uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) 0:222 imageAtomicXor ( temp int) 0:222 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:222 i1: direct index for structure (layout( offset=36) uniform int) -0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:222 i1: direct index for structure ( uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:222 Constant: 0:222 5 (const uint) -0:222 i1b: direct index for structure (layout( offset=60) uniform int) -0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:222 i1b: direct index for structure ( uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:222 Constant: 0:222 8 (const uint) 0:223 move second child to first child ( temp int) 0:223 'out_i1' ( temp int) 0:223 imageAtomicXor ( temp int) 0:223 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:223 i1: direct index for structure (layout( offset=36) uniform int) -0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:223 i1: direct index for structure ( uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) -0:223 i1: direct index for structure (layout( offset=36) uniform int) -0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:223 i1: direct index for structure ( uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) 0:226 imageAtomicAdd ( temp uint) 0:226 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:226 u1: direct index for structure (layout( offset=0) uniform uint) -0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:226 u1: direct index for structure ( uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) -0:226 u1: direct index for structure (layout( offset=0) uniform uint) -0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:226 u1: direct index for structure ( uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) 0:227 move second child to first child ( temp uint) 0:227 'out_u1' ( temp uint) 0:227 imageAtomicAdd ( temp uint) 0:227 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:227 u1: direct index for structure (layout( offset=0) uniform uint) -0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:227 u1: direct index for structure ( uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) -0:227 u1: direct index for structure (layout( offset=0) uniform uint) -0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:227 u1: direct index for structure ( uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) 0:228 imageAtomicAnd ( temp uint) 0:228 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:228 u1: direct index for structure (layout( offset=0) uniform uint) -0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:228 u1: direct index for structure ( uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) -0:228 u1: direct index for structure (layout( offset=0) uniform uint) -0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:228 u1: direct index for structure ( uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) 0:229 move second child to first child ( temp uint) 0:229 'out_u1' ( temp uint) 0:229 imageAtomicAnd ( temp uint) 0:229 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:229 u1: direct index for structure (layout( offset=0) uniform uint) -0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:229 u1: direct index for structure ( uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) -0:229 u1: direct index for structure (layout( offset=0) uniform uint) -0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:229 u1: direct index for structure ( uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) 0:230 move second child to first child ( temp uint) 0:230 'out_u1' ( temp uint) 0:230 imageAtomicCompSwap ( temp uint) 0:230 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:230 u1: direct index for structure (layout( offset=0) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 0 (const uint) -0:230 u1b: direct index for structure (layout( offset=28) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1b: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 3 (const uint) -0:230 u1c: direct index for structure (layout( offset=32) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1c: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 4 (const uint) 0:231 move second child to first child ( temp uint) 0:231 'out_u1' ( temp uint) 0:231 imageAtomicExchange ( temp uint) 0:231 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:231 u1: direct index for structure (layout( offset=0) uniform uint) -0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:231 u1: direct index for structure ( uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) -0:231 u1: direct index for structure (layout( offset=0) uniform uint) -0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:231 u1: direct index for structure ( uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) 0:232 imageAtomicMax ( temp uint) 0:232 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:232 u1: direct index for structure (layout( offset=0) uniform uint) -0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:232 u1: direct index for structure ( uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) -0:232 u1: direct index for structure (layout( offset=0) uniform uint) -0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:232 u1: direct index for structure ( uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) 0:233 move second child to first child ( temp uint) 0:233 'out_u1' ( temp uint) 0:233 imageAtomicMax ( temp uint) 0:233 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:233 u1: direct index for structure (layout( offset=0) uniform uint) -0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:233 u1: direct index for structure ( uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) -0:233 u1: direct index for structure (layout( offset=0) uniform uint) -0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:233 u1: direct index for structure ( uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) 0:234 imageAtomicMin ( temp uint) 0:234 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:234 u1: direct index for structure (layout( offset=0) uniform uint) -0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:234 u1: direct index for structure ( uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) -0:234 u1: direct index for structure (layout( offset=0) uniform uint) -0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:234 u1: direct index for structure ( uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) 0:235 move second child to first child ( temp uint) 0:235 'out_u1' ( temp uint) 0:235 imageAtomicMin ( temp uint) 0:235 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:235 u1: direct index for structure (layout( offset=0) uniform uint) -0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:235 u1: direct index for structure ( uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) -0:235 u1: direct index for structure (layout( offset=0) uniform uint) -0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:235 u1: direct index for structure ( uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) 0:236 imageAtomicOr ( temp uint) 0:236 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:236 u1: direct index for structure (layout( offset=0) uniform uint) -0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:236 u1: direct index for structure ( uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) -0:236 u1: direct index for structure (layout( offset=0) uniform uint) -0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:236 u1: direct index for structure ( uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) 0:237 move second child to first child ( temp uint) 0:237 'out_u1' ( temp uint) 0:237 imageAtomicOr ( temp uint) 0:237 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:237 u1: direct index for structure (layout( offset=0) uniform uint) -0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:237 u1: direct index for structure ( uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) -0:237 u1: direct index for structure (layout( offset=0) uniform uint) -0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:237 u1: direct index for structure ( uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) 0:238 imageAtomicXor ( temp uint) 0:238 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:238 u1: direct index for structure (layout( offset=0) uniform uint) -0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:238 u1: direct index for structure ( uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) -0:238 u1: direct index for structure (layout( offset=0) uniform uint) -0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:238 u1: direct index for structure ( uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) 0:239 move second child to first child ( temp uint) 0:239 'out_u1' ( temp uint) 0:239 imageAtomicXor ( temp uint) 0:239 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:239 u1: direct index for structure (layout( offset=0) uniform uint) -0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:239 u1: direct index for structure ( uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) -0:239 u1: direct index for structure (layout( offset=0) uniform uint) -0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:239 u1: direct index for structure ( uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) 0:242 move second child to first child ( temp 4-component vector of float) @@ -3942,8 +3942,8 @@ gl_FragCoord origin is upper left 0:? 'g_tBuffF' (layout( r32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( r32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.rw.bracket.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.rw.bracket.frag.out index ca3e144e2..ece7bfa3e 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.rw.bracket.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.rw.bracket.frag.out @@ -58,8 +58,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp 4-component vector of float) -0:50 c4: direct index for structure (layout( offset=32) uniform 4-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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:50 c4: direct index for structure ( uniform 4-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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:50 Constant: 0:50 3 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -67,8 +67,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp 4-component vector of float) 0:57 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:57 c1: direct index for structure ( uniform 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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -76,8 +76,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp 4-component vector of float) 0:59 imageLoad ( temp 4-component vector of float) 0:59 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:59 c1: direct index for structure ( uniform 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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -85,8 +85,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp 4-component vector of int) 0:60 imageLoad ( temp 4-component vector of int) 0:60 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -94,8 +94,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp 4-component vector of uint) 0:61 imageLoad ( temp 4-component vector of uint) 0:61 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:61 c1: direct index for structure ( uniform 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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -103,8 +103,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp 4-component vector of float) 0:64 imageLoad ( temp 4-component vector of float) 0:64 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:64 c2: direct index for structure ( uniform 2-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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -112,8 +112,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp 4-component vector of int) 0:65 imageLoad ( temp 4-component vector of int) 0:65 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -121,8 +121,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp 4-component vector of uint) 0:66 imageLoad ( temp 4-component vector of uint) 0:66 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:66 c2: direct index for structure ( uniform 2-component vector of 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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -130,8 +130,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp 4-component vector of float) 0:69 imageLoad ( temp 4-component vector of float) 0:69 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -139,8 +139,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp 4-component vector of int) 0:70 imageLoad ( temp 4-component vector of int) 0:70 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -148,15 +148,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp 4-component vector of uint) 0:71 imageLoad ( temp 4-component vector of uint) 0:71 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp 4-component vector of float) 0:73 'lf4' ( temp 4-component vector of float) -0:73 uf4: direct index for structure (layout( offset=96) uniform 4-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:73 uf4: direct index for structure ( uniform 4-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -165,8 +165,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp 4-component vector of float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp 4-component vector of float) @@ -174,8 +174,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf4' ( temp 4-component vector of float) @@ -190,8 +190,8 @@ gl_FragCoord origin is upper left 0:? 4 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp 4-component vector of int) @@ -206,8 +206,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp 4-component vector of uint) @@ -218,8 +218,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp 4-component vector of float) @@ -239,8 +239,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp 4-component vector of float) @@ -260,8 +260,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp 4-component vector of float) @@ -281,8 +281,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp 4-component vector of int) @@ -302,8 +302,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp 4-component vector of int) @@ -323,8 +323,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp 4-component vector of int) @@ -344,8 +344,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp 4-component vector of int) @@ -365,8 +365,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp 4-component vector of int) @@ -386,8 +386,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp 4-component vector of int) @@ -410,8 +410,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp 4-component vector of float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp 4-component vector of float) @@ -419,8 +419,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf4' ( temp 4-component vector of float) @@ -435,8 +435,8 @@ gl_FragCoord origin is upper left 0:? 4 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp 4-component vector of int) @@ -451,8 +451,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp 4-component vector of uint) @@ -463,8 +463,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp 4-component vector of float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp 4-component vector of float) @@ -472,8 +472,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf4' ( temp 4-component vector of float) @@ -488,8 +488,8 @@ gl_FragCoord origin is upper left 0:? 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp 4-component vector of int) @@ -504,8 +504,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp 4-component vector of uint) @@ -513,22 +513,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(vf4; ( temp 4-component vector of float) 0:107 imageLoad ( temp 4-component vector of float) 0:107 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(vi4; ( temp 4-component vector of int) 0:108 imageLoad ( temp 4-component vector of int) 0:108 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(vu4; ( temp 4-component vector of uint) 0:109 imageLoad ( temp 4-component vector of uint) 0:109 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -537,8 +537,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp 4-component vector of float) @@ -549,8 +549,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp 4-component vector of int) @@ -561,8 +561,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp 4-component vector of uint) @@ -570,8 +570,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp 4-component vector of float) @@ -589,8 +589,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp 4-component vector of int) @@ -608,8 +608,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp 4-component vector of uint) @@ -627,8 +627,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp 4-component vector of float) @@ -646,8 +646,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp 4-component vector of int) @@ -665,8 +665,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp 4-component vector of uint) @@ -684,8 +684,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp 4-component vector of float) @@ -706,8 +706,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp 4-component vector of uint) @@ -728,8 +728,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp 4-component vector of int) @@ -750,8 +750,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp 4-component vector of float) @@ -772,8 +772,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp 4-component vector of int) @@ -794,8 +794,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp 4-component vector of uint) @@ -866,7 +866,7 @@ 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{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -932,8 +932,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp 4-component vector of float) -0:50 c4: direct index for structure (layout( offset=32) uniform 4-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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:50 c4: direct index for structure ( uniform 4-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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:50 Constant: 0:50 3 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -941,8 +941,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp 4-component vector of float) 0:57 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:57 c1: direct index for structure ( uniform 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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -950,8 +950,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp 4-component vector of float) 0:59 imageLoad ( temp 4-component vector of float) 0:59 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:59 c1: direct index for structure ( uniform 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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -959,8 +959,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp 4-component vector of int) 0:60 imageLoad ( temp 4-component vector of int) 0:60 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -968,8 +968,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp 4-component vector of uint) 0:61 imageLoad ( temp 4-component vector of uint) 0:61 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:61 c1: direct index for structure ( uniform 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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -977,8 +977,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp 4-component vector of float) 0:64 imageLoad ( temp 4-component vector of float) 0:64 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:64 c2: direct index for structure ( uniform 2-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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -986,8 +986,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp 4-component vector of int) 0:65 imageLoad ( temp 4-component vector of int) 0:65 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -995,8 +995,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp 4-component vector of uint) 0:66 imageLoad ( temp 4-component vector of uint) 0:66 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of 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, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:66 c2: direct index for structure ( uniform 2-component vector of 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, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -1004,8 +1004,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp 4-component vector of float) 0:69 imageLoad ( temp 4-component vector of float) 0:69 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -1013,8 +1013,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp 4-component vector of int) 0:70 imageLoad ( temp 4-component vector of int) 0:70 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -1022,15 +1022,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp 4-component vector of uint) 0:71 imageLoad ( temp 4-component vector of uint) 0:71 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp 4-component vector of float) 0:73 'lf4' ( temp 4-component vector of float) -0:73 uf4: direct index for structure (layout( offset=96) uniform 4-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:73 uf4: direct index for structure ( uniform 4-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -1039,8 +1039,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp 4-component vector of float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp 4-component vector of float) @@ -1048,8 +1048,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf4' ( temp 4-component vector of float) @@ -1064,8 +1064,8 @@ gl_FragCoord origin is upper left 0:? 4 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp 4-component vector of int) @@ -1080,8 +1080,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp 4-component vector of uint) @@ -1092,8 +1092,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp 4-component vector of float) @@ -1113,8 +1113,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp 4-component vector of float) @@ -1134,8 +1134,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp 4-component vector of float) @@ -1155,8 +1155,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp 4-component vector of int) @@ -1176,8 +1176,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp 4-component vector of int) @@ -1197,8 +1197,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp 4-component vector of int) @@ -1218,8 +1218,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp 4-component vector of int) @@ -1239,8 +1239,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp 4-component vector of int) @@ -1260,8 +1260,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp 4-component vector of int) @@ -1284,8 +1284,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp 4-component vector of float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp 4-component vector of float) @@ -1293,8 +1293,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf4' ( temp 4-component vector of float) @@ -1309,8 +1309,8 @@ gl_FragCoord origin is upper left 0:? 4 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp 4-component vector of int) @@ -1325,8 +1325,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp 4-component vector of uint) @@ -1337,8 +1337,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp 4-component vector of float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp 4-component vector of float) @@ -1346,8 +1346,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf4' ( temp 4-component vector of float) @@ -1362,8 +1362,8 @@ gl_FragCoord origin is upper left 0:? 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp 4-component vector of int) @@ -1378,8 +1378,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp 4-component vector of uint) @@ -1387,22 +1387,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(vf4; ( temp 4-component vector of float) 0:107 imageLoad ( temp 4-component vector of float) 0:107 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(vi4; ( temp 4-component vector of int) 0:108 imageLoad ( temp 4-component vector of int) 0:108 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(vu4; ( temp 4-component vector of uint) 0:109 imageLoad ( temp 4-component vector of uint) 0:109 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -1411,8 +1411,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp 4-component vector of float) @@ -1423,8 +1423,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp 4-component vector of int) @@ -1435,8 +1435,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp 4-component vector of uint) @@ -1444,8 +1444,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp 4-component vector of float) @@ -1463,8 +1463,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp 4-component vector of int) @@ -1482,8 +1482,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp 4-component vector of uint) @@ -1501,8 +1501,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp 4-component vector of float) @@ -1520,8 +1520,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp 4-component vector of int) @@ -1539,8 +1539,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp 4-component vector of uint) @@ -1558,8 +1558,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp 4-component vector of float) @@ -1580,8 +1580,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp 4-component vector of uint) @@ -1602,8 +1602,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp 4-component vector of int) @@ -1624,8 +1624,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp 4-component vector of float) @@ -1646,8 +1646,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp 4-component vector of int) @@ -1668,8 +1668,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp 4-component vector of uint) @@ -1740,7 +1740,7 @@ 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{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.rw.scalar.bracket.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.rw.scalar.bracket.frag.out index 8c4e79f35..991d524e2 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.rw.scalar.bracket.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.rw.scalar.bracket.frag.out @@ -49,8 +49,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp float) -0:50 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:50 c1: direct index for structure ( uniform 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:50 Constant: 0:50 0 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -58,8 +58,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp float) 0:57 'g_tTex1df1' (layout( r32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:57 c1: direct index for structure ( uniform 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -67,8 +67,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp float) 0:59 imageLoad ( temp float) 0:59 'g_tTex1df1' (layout( r32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:59 c1: direct index for structure ( uniform 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -76,8 +76,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp int) 0:60 imageLoad ( temp int) 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -85,8 +85,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp uint) 0:61 imageLoad ( temp uint) 0:61 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:61 c1: direct index for structure ( uniform 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -94,8 +94,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp float) 0:64 imageLoad ( temp float) 0:64 'g_tTex2df1' (layout( r32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:64 c2: direct index for structure ( uniform 2-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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -103,8 +103,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp int) 0:65 imageLoad ( temp int) 0:65 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -112,8 +112,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp uint) 0:66 imageLoad ( temp uint) 0:66 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:66 c2: direct index for structure ( uniform 2-component vector of 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -121,8 +121,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp float) 0:69 imageLoad ( temp float) 0:69 'g_tTex3df1' (layout( r32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -130,8 +130,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp int) 0:70 imageLoad ( temp int) 0:70 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -139,15 +139,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp uint) 0:71 imageLoad ( temp uint) 0:71 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp float) 0:73 'lf1' ( temp float) -0:73 uf1: direct index for structure (layout( offset=96) uniform float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:73 uf1: direct index for structure ( uniform float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -156,8 +156,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df1' (layout( r32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp float) @@ -165,8 +165,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df1' (layout( r32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf1' ( temp float) @@ -178,8 +178,8 @@ gl_FragCoord origin is upper left 0:79 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp int) @@ -191,8 +191,8 @@ gl_FragCoord origin is upper left 0:80 3 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp uint) @@ -203,8 +203,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp float) @@ -224,8 +224,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp float) @@ -245,8 +245,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp float) @@ -266,8 +266,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp int) @@ -287,8 +287,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp int) @@ -308,8 +308,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp int) @@ -329,8 +329,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp int) @@ -350,8 +350,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp int) @@ -371,8 +371,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp int) @@ -395,8 +395,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df1' (layout( r32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp float) @@ -404,8 +404,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df1' (layout( r32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf1' ( temp float) @@ -417,8 +417,8 @@ gl_FragCoord origin is upper left 0:97 5 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp int) @@ -430,8 +430,8 @@ gl_FragCoord origin is upper left 0:98 6 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp uint) @@ -442,8 +442,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df1' (layout( r32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp float) @@ -451,8 +451,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df1' (layout( r32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf1' ( temp float) @@ -464,8 +464,8 @@ gl_FragCoord origin is upper left 0:103 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp int) @@ -477,8 +477,8 @@ gl_FragCoord origin is upper left 0:104 9 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp uint) @@ -486,22 +486,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(f1; ( temp float) 0:107 imageLoad ( temp float) 0:107 'g_tTex1df1' (layout( r32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(i1; ( temp int) 0:108 imageLoad ( temp int) 0:108 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(u1; ( temp uint) 0:109 imageLoad ( temp uint) 0:109 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -510,8 +510,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df1' (layout( r32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp float) @@ -522,8 +522,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp int) @@ -534,8 +534,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp uint) @@ -543,8 +543,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp float) @@ -562,8 +562,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp int) @@ -581,8 +581,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp uint) @@ -600,8 +600,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp float) @@ -619,8 +619,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp int) @@ -638,8 +638,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp uint) @@ -657,8 +657,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp float) @@ -679,8 +679,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp uint) @@ -701,8 +701,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp int) @@ -723,8 +723,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp float) @@ -745,8 +745,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp int) @@ -767,8 +767,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp uint) @@ -839,7 +839,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df1a' (layout( r32f) uniform image2DArray) 0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray) 0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -896,8 +896,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp float) -0:50 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:50 c1: direct index for structure ( uniform 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:50 Constant: 0:50 0 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -905,8 +905,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp float) 0:57 'g_tTex1df1' (layout( r32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:57 c1: direct index for structure ( uniform 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -914,8 +914,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp float) 0:59 imageLoad ( temp float) 0:59 'g_tTex1df1' (layout( r32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:59 c1: direct index for structure ( uniform 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -923,8 +923,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp int) 0:60 imageLoad ( temp int) 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -932,8 +932,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp uint) 0:61 imageLoad ( temp uint) 0:61 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:61 c1: direct index for structure ( uniform 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -941,8 +941,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp float) 0:64 imageLoad ( temp float) 0:64 'g_tTex2df1' (layout( r32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:64 c2: direct index for structure ( uniform 2-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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -950,8 +950,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp int) 0:65 imageLoad ( temp int) 0:65 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -959,8 +959,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp uint) 0:66 imageLoad ( temp uint) 0:66 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of 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, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:66 c2: direct index for structure ( uniform 2-component vector of 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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -968,8 +968,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp float) 0:69 imageLoad ( temp float) 0:69 'g_tTex3df1' (layout( r32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -977,8 +977,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp int) 0:70 imageLoad ( temp int) 0:70 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -986,15 +986,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp uint) 0:71 imageLoad ( temp uint) 0:71 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp float) 0:73 'lf1' ( temp float) -0:73 uf1: direct index for structure (layout( offset=96) uniform float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:73 uf1: direct index for structure ( uniform float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -1003,8 +1003,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df1' (layout( r32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp float) @@ -1012,8 +1012,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df1' (layout( r32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf1' ( temp float) @@ -1025,8 +1025,8 @@ gl_FragCoord origin is upper left 0:79 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp int) @@ -1038,8 +1038,8 @@ gl_FragCoord origin is upper left 0:80 3 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp uint) @@ -1050,8 +1050,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp float) @@ -1071,8 +1071,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp float) @@ -1092,8 +1092,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp float) @@ -1113,8 +1113,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp int) @@ -1134,8 +1134,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp int) @@ -1155,8 +1155,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp int) @@ -1176,8 +1176,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp int) @@ -1197,8 +1197,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp int) @@ -1218,8 +1218,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp int) @@ -1242,8 +1242,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df1' (layout( r32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp float) @@ -1251,8 +1251,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df1' (layout( r32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf1' ( temp float) @@ -1264,8 +1264,8 @@ gl_FragCoord origin is upper left 0:97 5 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp int) @@ -1277,8 +1277,8 @@ gl_FragCoord origin is upper left 0:98 6 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp uint) @@ -1289,8 +1289,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df1' (layout( r32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp float) @@ -1298,8 +1298,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df1' (layout( r32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf1' ( temp float) @@ -1311,8 +1311,8 @@ gl_FragCoord origin is upper left 0:103 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp int) @@ -1324,8 +1324,8 @@ gl_FragCoord origin is upper left 0:104 9 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp uint) @@ -1333,22 +1333,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(f1; ( temp float) 0:107 imageLoad ( temp float) 0:107 'g_tTex1df1' (layout( r32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(i1; ( temp int) 0:108 imageLoad ( temp int) 0:108 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(u1; ( temp uint) 0:109 imageLoad ( temp uint) 0:109 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -1357,8 +1357,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df1' (layout( r32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp float) @@ -1369,8 +1369,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp int) @@ -1381,8 +1381,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp uint) @@ -1390,8 +1390,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp float) @@ -1409,8 +1409,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp int) @@ -1428,8 +1428,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp uint) @@ -1447,8 +1447,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp float) @@ -1466,8 +1466,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp int) @@ -1485,8 +1485,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp uint) @@ -1504,8 +1504,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp float) @@ -1526,8 +1526,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp uint) @@ -1548,8 +1548,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp int) @@ -1570,8 +1570,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp float) @@ -1592,8 +1592,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp int) @@ -1614,8 +1614,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp uint) @@ -1686,7 +1686,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df1a' (layout( r32f) uniform image2DArray) 0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray) 0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +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, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.rw.vec2.bracket.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.rw.vec2.bracket.frag.out index 86e635231..c34ce902e 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.rw.vec2.bracket.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.rw.vec2.bracket.frag.out @@ -52,8 +52,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp 2-component vector of float) -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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:50 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:50 Constant: 0:50 1 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -61,8 +61,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp 2-component vector of float) 0:57 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:57 c1: direct index for structure ( uniform 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -70,8 +70,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp 2-component vector of float) 0:59 imageLoad ( temp 2-component vector of float) 0:59 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:59 c1: direct index for structure ( uniform 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -79,8 +79,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp 2-component vector of int) 0:60 imageLoad ( temp 2-component vector of int) 0:60 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -88,8 +88,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp 2-component vector of uint) 0:61 imageLoad ( temp 2-component vector of uint) 0:61 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:61 c1: direct index for structure ( uniform 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -97,8 +97,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp 2-component vector of float) 0:64 imageLoad ( temp 2-component vector of float) 0:64 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:64 c2: direct index for structure ( uniform 2-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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -106,8 +106,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp 2-component vector of int) 0:65 imageLoad ( temp 2-component vector of int) 0:65 'g_tTex2di2' (layout( rg32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -115,8 +115,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp 2-component vector of uint) 0:66 imageLoad ( temp 2-component vector of uint) 0:66 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:66 c2: direct index for structure ( uniform 2-component vector of 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -124,8 +124,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp 2-component vector of float) 0:69 imageLoad ( temp 2-component vector of float) 0:69 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp 2-component vector of int) 0:70 imageLoad ( temp 2-component vector of int) 0:70 'g_tTex3di2' (layout( rg32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -142,15 +142,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp 2-component vector of uint) 0:71 imageLoad ( temp 2-component vector of uint) 0:71 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp 2-component vector of float) 0:73 'lf2' ( temp 2-component vector of float) -0:73 uf2: direct index for structure (layout( offset=96) uniform 2-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:73 uf2: direct index for structure ( uniform 2-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -159,8 +159,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp 2-component vector of float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp 2-component vector of float) @@ -168,8 +168,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf2' ( temp 2-component vector of float) @@ -182,8 +182,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp 2-component vector of int) @@ -196,8 +196,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp 2-component vector of uint) @@ -208,8 +208,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp 2-component vector of float) @@ -229,8 +229,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp 2-component vector of float) @@ -250,8 +250,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp 2-component vector of float) @@ -271,8 +271,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp 2-component vector of int) @@ -292,8 +292,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp 2-component vector of int) @@ -313,8 +313,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp 2-component vector of int) @@ -334,8 +334,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp 2-component vector of int) @@ -355,8 +355,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp 2-component vector of int) @@ -376,8 +376,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp 2-component vector of int) @@ -400,8 +400,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp 2-component vector of float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp 2-component vector of float) @@ -409,8 +409,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf2' ( temp 2-component vector of float) @@ -423,8 +423,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp 2-component vector of int) @@ -437,8 +437,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp 2-component vector of uint) @@ -449,8 +449,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp 2-component vector of float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp 2-component vector of float) @@ -458,8 +458,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf2' ( temp 2-component vector of float) @@ -472,8 +472,8 @@ gl_FragCoord origin is upper left 0:? 6 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp 2-component vector of int) @@ -486,8 +486,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp 2-component vector of uint) @@ -495,22 +495,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(vf2; ( temp 2-component vector of float) 0:107 imageLoad ( temp 2-component vector of float) 0:107 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(vi2; ( temp 2-component vector of int) 0:108 imageLoad ( temp 2-component vector of int) 0:108 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(vu2; ( temp 2-component vector of uint) 0:109 imageLoad ( temp 2-component vector of uint) 0:109 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -519,8 +519,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp 2-component vector of float) @@ -531,8 +531,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp 2-component vector of int) @@ -543,8 +543,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp 2-component vector of uint) @@ -552,8 +552,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp 2-component vector of float) @@ -571,8 +571,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp 2-component vector of int) @@ -590,8 +590,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp 2-component vector of uint) @@ -609,8 +609,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp 2-component vector of float) @@ -628,8 +628,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp 2-component vector of int) @@ -647,8 +647,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp 2-component vector of uint) @@ -666,8 +666,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp 2-component vector of float) @@ -688,8 +688,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp 2-component vector of uint) @@ -710,8 +710,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp 2-component vector of int) @@ -732,8 +732,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp 2-component vector of float) @@ -754,8 +754,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp 2-component vector of int) @@ -776,8 +776,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp 2-component vector of uint) @@ -848,7 +848,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df2a' (layout( rg32f) uniform image2DArray) 0:? 'g_tTex2di2a' (layout( rg32i) uniform iimage2DArray) 0:? 'g_tTex2du2a' (layout( rg32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -908,8 +908,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp 2-component vector of float) -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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:50 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:50 Constant: 0:50 1 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -917,8 +917,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp 2-component vector of float) 0:57 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:57 c1: direct index for structure ( uniform 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -926,8 +926,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp 2-component vector of float) 0:59 imageLoad ( temp 2-component vector of float) 0:59 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:59 c1: direct index for structure ( uniform 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -935,8 +935,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp 2-component vector of int) 0:60 imageLoad ( temp 2-component vector of int) 0:60 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -944,8 +944,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp 2-component vector of uint) 0:61 imageLoad ( temp 2-component vector of uint) 0:61 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:61 c1: direct index for structure ( uniform 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -953,8 +953,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp 2-component vector of float) 0:64 imageLoad ( temp 2-component vector of float) 0:64 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:64 c2: direct index for structure ( uniform 2-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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -962,8 +962,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp 2-component vector of int) 0:65 imageLoad ( temp 2-component vector of int) 0:65 'g_tTex2di2' (layout( rg32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -971,8 +971,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp 2-component vector of uint) 0:66 imageLoad ( temp 2-component vector of uint) 0:66 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of 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, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:66 c2: direct index for structure ( uniform 2-component vector of 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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -980,8 +980,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp 2-component vector of float) 0:69 imageLoad ( temp 2-component vector of float) 0:69 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -989,8 +989,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp 2-component vector of int) 0:70 imageLoad ( temp 2-component vector of int) 0:70 'g_tTex3di2' (layout( rg32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -998,15 +998,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp 2-component vector of uint) 0:71 imageLoad ( temp 2-component vector of uint) 0:71 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp 2-component vector of float) 0:73 'lf2' ( temp 2-component vector of float) -0:73 uf2: direct index for structure (layout( offset=96) uniform 2-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:73 uf2: direct index for structure ( uniform 2-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -1015,8 +1015,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp 2-component vector of float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp 2-component vector of float) @@ -1024,8 +1024,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf2' ( temp 2-component vector of float) @@ -1038,8 +1038,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp 2-component vector of int) @@ -1052,8 +1052,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp 2-component vector of uint) @@ -1064,8 +1064,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp 2-component vector of float) @@ -1085,8 +1085,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp 2-component vector of float) @@ -1106,8 +1106,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp 2-component vector of float) @@ -1127,8 +1127,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp 2-component vector of int) @@ -1148,8 +1148,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp 2-component vector of int) @@ -1169,8 +1169,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp 2-component vector of int) @@ -1190,8 +1190,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp 2-component vector of int) @@ -1211,8 +1211,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp 2-component vector of int) @@ -1232,8 +1232,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp 2-component vector of int) @@ -1256,8 +1256,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp 2-component vector of float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp 2-component vector of float) @@ -1265,8 +1265,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf2' ( temp 2-component vector of float) @@ -1279,8 +1279,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp 2-component vector of int) @@ -1293,8 +1293,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp 2-component vector of uint) @@ -1305,8 +1305,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp 2-component vector of float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp 2-component vector of float) @@ -1314,8 +1314,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf2' ( temp 2-component vector of float) @@ -1328,8 +1328,8 @@ gl_FragCoord origin is upper left 0:? 6 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp 2-component vector of int) @@ -1342,8 +1342,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp 2-component vector of uint) @@ -1351,22 +1351,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(vf2; ( temp 2-component vector of float) 0:107 imageLoad ( temp 2-component vector of float) 0:107 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(vi2; ( temp 2-component vector of int) 0:108 imageLoad ( temp 2-component vector of int) 0:108 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(vu2; ( temp 2-component vector of uint) 0:109 imageLoad ( temp 2-component vector of uint) 0:109 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -1375,8 +1375,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp 2-component vector of float) @@ -1387,8 +1387,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp 2-component vector of int) @@ -1399,8 +1399,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp 2-component vector of uint) @@ -1408,8 +1408,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp 2-component vector of float) @@ -1427,8 +1427,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp 2-component vector of int) @@ -1446,8 +1446,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp 2-component vector of uint) @@ -1465,8 +1465,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp 2-component vector of float) @@ -1484,8 +1484,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp 2-component vector of int) @@ -1503,8 +1503,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp 2-component vector of uint) @@ -1522,8 +1522,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp 2-component vector of float) @@ -1544,8 +1544,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp 2-component vector of uint) @@ -1566,8 +1566,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp 2-component vector of int) @@ -1588,8 +1588,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp 2-component vector of float) @@ -1610,8 +1610,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp 2-component vector of int) @@ -1632,8 +1632,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp 2-component vector of uint) @@ -1704,7 +1704,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df2a' (layout( rg32f) uniform image2DArray) 0:? 'g_tTex2di2a' (layout( rg32i) uniform iimage2DArray) 0:? 'g_tTex2du2a' (layout( rg32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +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, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.stringtoken.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.stringtoken.frag.out index 68467293d..c23d663c9 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.stringtoken.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.stringtoken.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out index 6560c7bab..c01e8fa7e 100755 --- a/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.structIoFourWay.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.structIoFourWay.frag.out index 5765b5b67..64c60ed67 100755 --- a/3rdparty/glslang/Test/baseResults/hlsl.structIoFourWay.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.structIoFourWay.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.this.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.this.frag.out new file mode 100755 index 000000000..8619468e2 --- /dev/null +++ b/3rdparty/glslang/Test/baseResults/hlsl.this.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.tx.bracket.frag.out b/3rdparty/glslang/Test/baseResults/hlsl.tx.bracket.frag.out index 1da45d2ad..9e1db24f3 100644 --- a/3rdparty/glslang/Test/baseResults/hlsl.tx.bracket.frag.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.tx.bracket.frag.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/hlsl.typeGraphCopy.vert.out b/3rdparty/glslang/Test/baseResults/hlsl.typeGraphCopy.vert.out index 2ab6c216a..7d55c4404 100755 --- a/3rdparty/glslang/Test/baseResults/hlsl.typeGraphCopy.vert.out +++ b/3rdparty/glslang/Test/baseResults/hlsl.typeGraphCopy.vert.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/spv.450.geom.out b/3rdparty/glslang/Test/baseResults/spv.450.geom.out new file mode 100755 index 000000000..85c681432 --- /dev/null +++ b/3rdparty/glslang/Test/baseResults/spv.450.geom.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/spv.450.noRedecl.tesc.out b/3rdparty/glslang/Test/baseResults/spv.450.noRedecl.tesc.out new file mode 100755 index 000000000..e62aa38aa --- /dev/null +++ b/3rdparty/glslang/Test/baseResults/spv.450.noRedecl.tesc.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/spv.multiviewPerViewAttributes.tesc.out b/3rdparty/glslang/Test/baseResults/spv.multiviewPerViewAttributes.tesc.out index 22e1def8c..f93aa0172 100644 --- a/3rdparty/glslang/Test/baseResults/spv.multiviewPerViewAttributes.tesc.out +++ b/3rdparty/glslang/Test/baseResults/spv.multiviewPerViewAttributes.tesc.out @@ -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 diff --git a/3rdparty/glslang/Test/baseResults/spv.stereoViewRendering.tesc.out b/3rdparty/glslang/Test/baseResults/spv.stereoViewRendering.tesc.out index 9048cc727..8fd6dd5c8 100644 --- a/3rdparty/glslang/Test/baseResults/spv.stereoViewRendering.tesc.out +++ b/3rdparty/glslang/Test/baseResults/spv.stereoViewRendering.tesc.out @@ -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 diff --git a/3rdparty/glslang/Test/hlsl.amend.frag b/3rdparty/glslang/Test/hlsl.amend.frag index c9fd69bd3..7c182739c 100755 --- a/3rdparty/glslang/Test/hlsl.amend.frag +++ b/3rdparty/glslang/Test/hlsl.amend.frag @@ -1,6 +1,6 @@ float4 a; float b; - +static float4 m = a * b; void f1() { a * b; diff --git a/3rdparty/glslang/Test/hlsl.emptystructreturn.frag b/3rdparty/glslang/Test/hlsl.emptystructreturn.frag new file mode 100644 index 000000000..f6a772a32 --- /dev/null +++ b/3rdparty/glslang/Test/hlsl.emptystructreturn.frag @@ -0,0 +1,13 @@ +struct ps_in +{ +}; + +struct ps_out +{ +}; + +ps_out main (ps_in i) +{ + ps_out o; + return o; +} diff --git a/3rdparty/glslang/Test/hlsl.emptystructreturn.vert b/3rdparty/glslang/Test/hlsl.emptystructreturn.vert new file mode 100644 index 000000000..8ac6578e4 --- /dev/null +++ b/3rdparty/glslang/Test/hlsl.emptystructreturn.vert @@ -0,0 +1,13 @@ +struct vs_in +{ +}; + +struct vs_out +{ +}; + +vs_out main (vs_in i) +{ + vs_out o; + return o; +} diff --git a/3rdparty/glslang/Test/hlsl.nonstaticMemberFunction.frag b/3rdparty/glslang/Test/hlsl.nonstaticMemberFunction.frag new file mode 100755 index 000000000..3655ed0f9 --- /dev/null +++ b/3rdparty/glslang/Test/hlsl.nonstaticMemberFunction.frag @@ -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; +} diff --git a/3rdparty/glslang/Test/hlsl.this.frag b/3rdparty/glslang/Test/hlsl.this.frag new file mode 100755 index 000000000..645fe5134 --- /dev/null +++ b/3rdparty/glslang/Test/hlsl.this.frag @@ -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); +} diff --git a/3rdparty/glslang/Test/spv.450.geom b/3rdparty/glslang/Test/spv.450.geom new file mode 100644 index 000000000..8aefe5076 --- /dev/null +++ b/3rdparty/glslang/Test/spv.450.geom @@ -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; +} diff --git a/3rdparty/glslang/Test/spv.450.noRedecl.tesc b/3rdparty/glslang/Test/spv.450.noRedecl.tesc new file mode 100644 index 000000000..85fe94b81 --- /dev/null +++ b/3rdparty/glslang/Test/spv.450.noRedecl.tesc @@ -0,0 +1,10 @@ +#version 450 core + +layout(vertices = 4) out; + +patch out vec4 patchOut; + +void main() +{ + gl_in[0].gl_PointSize; +} diff --git a/3rdparty/glslang/glslang/Include/Types.h b/3rdparty/glslang/glslang/Include/Types.h index f2b786eb4..2207d0b3f 100644 --- a/3rdparty/glslang/glslang/Include/Types.h +++ b/3rdparty/glslang/glslang/Include/Types.h @@ -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. diff --git a/3rdparty/glslang/glslang/Include/revision.h b/3rdparty/glslang/glslang/Include/revision.h index e4ff5c621..d4429094d 100644 --- a/3rdparty/glslang/glslang/Include/revision.h +++ b/3rdparty/glslang/glslang/Include/revision.h @@ -2,5 +2,5 @@ // For the version, it uses the latest git tag followed by the number of commits. // For the date, it uses the current date (when then script is run). -#define GLSLANG_REVISION "Overload400-PrecQual.1920" -#define GLSLANG_DATE "16-Mar-2017" +#define GLSLANG_REVISION "Overload400-PrecQual.1937" +#define GLSLANG_DATE "24-Mar-2017" diff --git a/3rdparty/glslang/glslang/MachineIndependent/Initialize.cpp b/3rdparty/glslang/glslang/MachineIndependent/Initialize.cpp index f2cba1a10..2c46e4f3c 100644 --- a/3rdparty/glslang/glslang/MachineIndependent/Initialize.cpp +++ b/3rdparty/glslang/glslang/MachineIndependent/Initialize.cpp @@ -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( diff --git a/3rdparty/glslang/glslang/MachineIndependent/ParseContextBase.cpp b/3rdparty/glslang/glslang/MachineIndependent/ParseContextBase.cpp index 946eb715b..d2b6b260f 100644 --- a/3rdparty/glslang/glslang/MachineIndependent/ParseContextBase.cpp +++ b/3rdparty/glslang/glslang/MachineIndependent/ParseContextBase.cpp @@ -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() diff --git a/3rdparty/glslang/glslang/MachineIndependent/ParseHelper.h b/3rdparty/glslang/glslang/MachineIndependent/ParseHelper.h index ff4a3945b..61db6fe64 100644 --- a/3rdparty/glslang/glslang/MachineIndependent/ParseHelper.h +++ b/3rdparty/glslang/glslang/MachineIndependent/ParseHelper.h @@ -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, diff --git a/3rdparty/glslang/glslang/MachineIndependent/SymbolTable.cpp b/3rdparty/glslang/glslang/MachineIndependent/SymbolTable.cpp index bed60fe7a..790b76b15 100644 --- a/3rdparty/glslang/glslang/MachineIndependent/SymbolTable.cpp +++ b/3rdparty/glslang/glslang/MachineIndependent/SymbolTable.cpp @@ -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 containerCopied(anonId, false); tLevel::const_iterator iter; for (iter = level.begin(); iter != level.end(); ++iter) { diff --git a/3rdparty/glslang/glslang/MachineIndependent/SymbolTable.h b/3rdparty/glslang/glslang/MachineIndependent/SymbolTable.h index c85b06769..8dc154cdc 100644 --- a/3rdparty/glslang/glslang/MachineIndependent/SymbolTable.h +++ b/3rdparty/glslang/glslang/MachineIndependent/SymbolTable.h @@ -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(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) diff --git a/3rdparty/glslang/glslang/MachineIndependent/localintermediate.h b/3rdparty/glslang/glslang/MachineIndependent/localintermediate.h index 392a2ab09..5460dd5f9 100644 --- a/3rdparty/glslang/glslang/MachineIndependent/localintermediate.h +++ b/3rdparty/glslang/glslang/MachineIndependent/localintermediate.h @@ -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*); diff --git a/3rdparty/glslang/gtests/Hlsl.FromFile.cpp b/3rdparty/glslang/gtests/Hlsl.FromFile.cpp index f2b480cb1..0b68aeab8 100644 --- a/3rdparty/glslang/gtests/Hlsl.FromFile.cpp +++ b/3rdparty/glslang/gtests/Hlsl.FromFile.cpp @@ -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"}, diff --git a/3rdparty/glslang/gtests/Spv.FromFile.cpp b/3rdparty/glslang/gtests/Spv.FromFile.cpp index 1043ecbbe..a8d4b017e 100644 --- a/3rdparty/glslang/gtests/Spv.FromFile.cpp +++ b/3rdparty/glslang/gtests/Spv.FromFile.cpp @@ -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", diff --git a/3rdparty/glslang/hlsl/hlslAttributes.h b/3rdparty/glslang/hlsl/hlslAttributes.h index e093760cb..ad44d2ab1 100644 --- a/3rdparty/glslang/hlsl/hlslAttributes.h +++ b/3rdparty/glslang/hlsl/hlslAttributes.h @@ -95,9 +95,11 @@ namespace glslang { class TFunctionDeclarator { public: + TFunctionDeclarator() : function(nullptr), body(nullptr) { } TSourceLoc loc; TFunction* function; TAttributeMap attributes; + TVector* body; }; } // end namespace glslang diff --git a/3rdparty/glslang/hlsl/hlslGrammar.cpp b/3rdparty/glslang/hlsl/hlslGrammar.cpp index 1dc500bb7..4f6f8030c 100755 --- a/3rdparty/glslang/hlsl/hlslGrammar.cpp +++ b/3rdparty/glslang/hlsl/hlslGrammar.cpp @@ -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 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& 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*> memberBodies; - TVector 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* deferredTokens = new TVector; - 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* 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; + 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; diff --git a/3rdparty/glslang/hlsl/hlslGrammar.h b/3rdparty/glslang/hlsl/hlslGrammar.h index e95fab0de..1a3abf109 100755 --- a/3rdparty/glslang/hlsl/hlslGrammar.h +++ b/3rdparty/glslang/hlsl/hlslGrammar.h @@ -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* deferredTokens); + bool acceptStructDeclarationList(TTypeList*&, TIntermNode*& nodeList, const TString& typeName, + TVector&); + bool acceptMemberFunctionDefinition(TIntermNode*& nodeList, const TType&, const TString& memberName, + TFunctionDeclarator&); bool acceptFunctionParameters(TFunction&); bool acceptParameterDeclaration(TFunction&); bool acceptFunctionDefinition(TFunctionDeclarator&, TIntermNode*& nodeList, TVector* 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*&); diff --git a/3rdparty/glslang/hlsl/hlslParseHelper.cpp b/3rdparty/glslang/hlsl/hlslParseHelper.cpp index 34cf5d37d..48b94b62c 100755 --- a/3rdparty/glslang/hlsl/hlslParseHelper.cpp +++ b/3rdparty/glslang/hlsl/hlslParseHelper.cpp @@ -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 { diff --git a/3rdparty/glslang/hlsl/hlslParseHelper.h b/3rdparty/glslang/hlsl/hlslParseHelper.h index 602bb86ac..2d1968114 100755 --- a/3rdparty/glslang/hlsl/hlslParseHelper.h +++ b/3rdparty/glslang/hlsl/hlslParseHelper.h @@ -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&) 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 builtInLinkageSymbols; // used for tessellation, finding declared builtins - TVector currentTypePrefix; + TVector currentTypePrefix; // current scoping prefix for nested structures + TVector 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_ diff --git a/3rdparty/glslang/hlsl/hlslParseables.cpp b/3rdparty/glslang/hlsl/hlslParseables.cpp index dd336a3f7..1a47a0bb6 100755 --- a/3rdparty/glslang/hlsl/hlslParseables.cpp +++ b/3rdparty/glslang/hlsl/hlslParseables.cpp @@ -49,6 +49,7 @@ // #include "hlslParseables.h" +#include "hlslParseHelper.h" #include #include #include @@ -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); } // diff --git a/3rdparty/glslang/hlsl/hlslScanContext.cpp b/3rdparty/glslang/hlsl/hlslScanContext.cpp index 30b2b2c33..7b0365f4f 100755 --- a/3rdparty/glslang/hlsl/hlslScanContext.cpp +++ b/3rdparty/glslang/hlsl/hlslScanContext.cpp @@ -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: diff --git a/3rdparty/glslang/hlsl/hlslScanContext.h b/3rdparty/glslang/hlsl/hlslScanContext.h index c6f47ff50..9d30a12e1 100755 --- a/3rdparty/glslang/hlsl/hlslScanContext.h +++ b/3rdparty/glslang/hlsl/hlslScanContext.h @@ -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 }; // diff --git a/3rdparty/glslang/hlsl/hlslTokens.h b/3rdparty/glslang/hlsl/hlslTokens.h index 54f9b21af..9f91906cd 100755 --- a/3rdparty/glslang/hlsl/hlslTokens.h +++ b/3rdparty/glslang/hlsl/hlslTokens.h @@ -273,6 +273,7 @@ enum EHlslTokenClass { EHTokCBuffer, EHTokTBuffer, EHTokTypedef, + EHTokThis, // constant EHTokFloatConstant,