Commit 4f2da27a by steve-lunarg

HLSL: phase 3a: Add sub-vec4 rwtexture formats (qualifier.layoutFormat)

This PR sets the TQualifier layoutFormat according to the HLSL image type. For instance: RWTexture1D <float2> g_tTex1df2; becomes ElfRg32f. Similar on Buffers, e.g, Buffer<float4> mybuffer; The return type for image and buffer loads is now taken from the storage format. Also, the qualifier for the return type is now (properly) a temp, not a global.
parent f042e407
...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left ...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters: 0:28 Function Parameters:
0:? Sequence 0:? Sequence
0:32 textureFetch (global 4-component vector of float) 0:32 textureFetch (temp 4-component vector of float)
0:32 'g_tTex2dmsf4' (uniform texture2DMS) 0:32 'g_tTex2dmsf4' (uniform texture2DMS)
0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -13,7 +13,7 @@ gl_FragCoord origin is upper left ...@@ -13,7 +13,7 @@ gl_FragCoord origin is upper left
0:32 1 (const uint) 0:32 1 (const uint)
0:32 Constant: 0:32 Constant:
0:32 3 (const int) 0:32 3 (const int)
0:33 textureFetch (global 4-component vector of int) 0:33 textureFetch (temp 4-component vector of int)
0:33 'g_tTex2dmsi4' (uniform itexture2DMS) 0:33 'g_tTex2dmsi4' (uniform itexture2DMS)
0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -21,7 +21,7 @@ gl_FragCoord origin is upper left ...@@ -21,7 +21,7 @@ gl_FragCoord origin is upper left
0:33 1 (const uint) 0:33 1 (const uint)
0:33 Constant: 0:33 Constant:
0:33 3 (const int) 0:33 3 (const int)
0:34 textureFetch (global 4-component vector of uint) 0:34 textureFetch (temp 4-component vector of uint)
0:34 'g_tTex2dmsu4' (uniform utexture2DMS) 0:34 'g_tTex2dmsu4' (uniform utexture2DMS)
0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -29,7 +29,7 @@ gl_FragCoord origin is upper left ...@@ -29,7 +29,7 @@ gl_FragCoord origin is upper left
0:34 1 (const uint) 0:34 1 (const uint)
0:34 Constant: 0:34 Constant:
0:34 3 (const int) 0:34 3 (const int)
0:37 textureFetchOffset (global 4-component vector of float) 0:37 textureFetchOffset (temp 4-component vector of float)
0:37 'g_tTex2dmsf4' (uniform texture2DMS) 0:37 'g_tTex2dmsf4' (uniform texture2DMS)
0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -41,7 +41,7 @@ gl_FragCoord origin is upper left ...@@ -41,7 +41,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:37 Constant: 0:37 Constant:
0:37 5 (const uint) 0:37 5 (const uint)
0:38 textureFetchOffset (global 4-component vector of int) 0:38 textureFetchOffset (temp 4-component vector of int)
0:38 'g_tTex2dmsi4' (uniform itexture2DMS) 0:38 'g_tTex2dmsi4' (uniform itexture2DMS)
0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -53,7 +53,7 @@ gl_FragCoord origin is upper left ...@@ -53,7 +53,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:38 Constant: 0:38 Constant:
0:38 5 (const uint) 0:38 5 (const uint)
0:39 textureFetchOffset (global 4-component vector of uint) 0:39 textureFetchOffset (temp 4-component vector of uint)
0:39 'g_tTex2dmsu4' (uniform utexture2DMS) 0:39 'g_tTex2dmsu4' (uniform utexture2DMS)
0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -65,7 +65,7 @@ gl_FragCoord origin is upper left ...@@ -65,7 +65,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:39 Constant: 0:39 Constant:
0:39 5 (const uint) 0:39 5 (const uint)
0:42 textureFetch (global 4-component vector of float) 0:42 textureFetch (temp 4-component vector of float)
0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -73,7 +73,7 @@ gl_FragCoord origin is upper left ...@@ -73,7 +73,7 @@ gl_FragCoord origin is upper left
0:42 2 (const uint) 0:42 2 (const uint)
0:42 Constant: 0:42 Constant:
0:42 3 (const int) 0:42 3 (const int)
0:43 textureFetch (global 4-component vector of int) 0:43 textureFetch (temp 4-component vector of int)
0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -81,7 +81,7 @@ gl_FragCoord origin is upper left ...@@ -81,7 +81,7 @@ gl_FragCoord origin is upper left
0:43 2 (const uint) 0:43 2 (const uint)
0:43 Constant: 0:43 Constant:
0:43 3 (const int) 0:43 3 (const int)
0:44 textureFetch (global 4-component vector of uint) 0:44 textureFetch (temp 4-component vector of uint)
0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -89,7 +89,7 @@ gl_FragCoord origin is upper left ...@@ -89,7 +89,7 @@ gl_FragCoord origin is upper left
0:44 2 (const uint) 0:44 2 (const uint)
0:44 Constant: 0:44 Constant:
0:44 3 (const int) 0:44 3 (const int)
0:47 textureFetchOffset (global 4-component vector of float) 0:47 textureFetchOffset (temp 4-component vector of float)
0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -101,7 +101,7 @@ gl_FragCoord origin is upper left ...@@ -101,7 +101,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:47 Constant: 0:47 Constant:
0:47 5 (const uint) 0:47 5 (const uint)
0:48 textureFetchOffset (global 4-component vector of int) 0:48 textureFetchOffset (temp 4-component vector of int)
0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -113,7 +113,7 @@ gl_FragCoord origin is upper left ...@@ -113,7 +113,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:48 Constant: 0:48 Constant:
0:48 5 (const uint) 0:48 5 (const uint)
0:49 textureFetchOffset (global 4-component vector of uint) 0:49 textureFetchOffset (temp 4-component vector of uint)
0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -179,7 +179,7 @@ gl_FragCoord origin is upper left ...@@ -179,7 +179,7 @@ gl_FragCoord origin is upper left
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters: 0:28 Function Parameters:
0:? Sequence 0:? Sequence
0:32 textureFetch (global 4-component vector of float) 0:32 textureFetch (temp 4-component vector of float)
0:32 'g_tTex2dmsf4' (uniform texture2DMS) 0:32 'g_tTex2dmsf4' (uniform texture2DMS)
0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -187,7 +187,7 @@ gl_FragCoord origin is upper left ...@@ -187,7 +187,7 @@ gl_FragCoord origin is upper left
0:32 1 (const uint) 0:32 1 (const uint)
0:32 Constant: 0:32 Constant:
0:32 3 (const int) 0:32 3 (const int)
0:33 textureFetch (global 4-component vector of int) 0:33 textureFetch (temp 4-component vector of int)
0:33 'g_tTex2dmsi4' (uniform itexture2DMS) 0:33 'g_tTex2dmsi4' (uniform itexture2DMS)
0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -195,7 +195,7 @@ gl_FragCoord origin is upper left ...@@ -195,7 +195,7 @@ gl_FragCoord origin is upper left
0:33 1 (const uint) 0:33 1 (const uint)
0:33 Constant: 0:33 Constant:
0:33 3 (const int) 0:33 3 (const int)
0:34 textureFetch (global 4-component vector of uint) 0:34 textureFetch (temp 4-component vector of uint)
0:34 'g_tTex2dmsu4' (uniform utexture2DMS) 0:34 'g_tTex2dmsu4' (uniform utexture2DMS)
0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -203,7 +203,7 @@ gl_FragCoord origin is upper left ...@@ -203,7 +203,7 @@ gl_FragCoord origin is upper left
0:34 1 (const uint) 0:34 1 (const uint)
0:34 Constant: 0:34 Constant:
0:34 3 (const int) 0:34 3 (const int)
0:37 textureFetchOffset (global 4-component vector of float) 0:37 textureFetchOffset (temp 4-component vector of float)
0:37 'g_tTex2dmsf4' (uniform texture2DMS) 0:37 'g_tTex2dmsf4' (uniform texture2DMS)
0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -215,7 +215,7 @@ gl_FragCoord origin is upper left ...@@ -215,7 +215,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:37 Constant: 0:37 Constant:
0:37 5 (const uint) 0:37 5 (const uint)
0:38 textureFetchOffset (global 4-component vector of int) 0:38 textureFetchOffset (temp 4-component vector of int)
0:38 'g_tTex2dmsi4' (uniform itexture2DMS) 0:38 'g_tTex2dmsi4' (uniform itexture2DMS)
0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -227,7 +227,7 @@ gl_FragCoord origin is upper left ...@@ -227,7 +227,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:38 Constant: 0:38 Constant:
0:38 5 (const uint) 0:38 5 (const uint)
0:39 textureFetchOffset (global 4-component vector of uint) 0:39 textureFetchOffset (temp 4-component vector of uint)
0:39 'g_tTex2dmsu4' (uniform utexture2DMS) 0:39 'g_tTex2dmsu4' (uniform utexture2DMS)
0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -239,7 +239,7 @@ gl_FragCoord origin is upper left ...@@ -239,7 +239,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:39 Constant: 0:39 Constant:
0:39 5 (const uint) 0:39 5 (const uint)
0:42 textureFetch (global 4-component vector of float) 0:42 textureFetch (temp 4-component vector of float)
0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -247,7 +247,7 @@ gl_FragCoord origin is upper left ...@@ -247,7 +247,7 @@ gl_FragCoord origin is upper left
0:42 2 (const uint) 0:42 2 (const uint)
0:42 Constant: 0:42 Constant:
0:42 3 (const int) 0:42 3 (const int)
0:43 textureFetch (global 4-component vector of int) 0:43 textureFetch (temp 4-component vector of int)
0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -255,7 +255,7 @@ gl_FragCoord origin is upper left ...@@ -255,7 +255,7 @@ gl_FragCoord origin is upper left
0:43 2 (const uint) 0:43 2 (const uint)
0:43 Constant: 0:43 Constant:
0:43 3 (const int) 0:43 3 (const int)
0:44 textureFetch (global 4-component vector of uint) 0:44 textureFetch (temp 4-component vector of uint)
0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -263,7 +263,7 @@ gl_FragCoord origin is upper left ...@@ -263,7 +263,7 @@ gl_FragCoord origin is upper left
0:44 2 (const uint) 0:44 2 (const uint)
0:44 Constant: 0:44 Constant:
0:44 3 (const int) 0:44 3 (const int)
0:47 textureFetchOffset (global 4-component vector of float) 0:47 textureFetchOffset (temp 4-component vector of float)
0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -275,7 +275,7 @@ gl_FragCoord origin is upper left ...@@ -275,7 +275,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:47 Constant: 0:47 Constant:
0:47 5 (const uint) 0:47 5 (const uint)
0:48 textureFetchOffset (global 4-component vector of int) 0:48 textureFetchOffset (temp 4-component vector of int)
0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -287,7 +287,7 @@ gl_FragCoord origin is upper left ...@@ -287,7 +287,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:48 Constant: 0:48 Constant:
0:48 5 (const uint) 0:48 5 (const uint)
0:49 textureFetchOffset (global 4-component vector of uint) 0:49 textureFetchOffset (temp 4-component vector of uint)
0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
......
...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left ...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters: 0:48 Function Parameters:
0:? Sequence 0:? Sequence
0:52 textureFetch (global 4-component vector of float) 0:52 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -24,7 +24,7 @@ gl_FragCoord origin is upper left ...@@ -24,7 +24,7 @@ gl_FragCoord origin is upper left
0:52 2 (const uint) 0:52 2 (const uint)
0:52 Constant: 0:52 Constant:
0:52 2 (const int) 0:52 2 (const int)
0:53 textureFetch (global 4-component vector of int) 0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -43,7 +43,7 @@ gl_FragCoord origin is upper left ...@@ -43,7 +43,7 @@ gl_FragCoord origin is upper left
0:53 2 (const uint) 0:53 2 (const uint)
0:53 Constant: 0:53 Constant:
0:53 2 (const int) 0:53 2 (const int)
0:54 textureFetch (global 4-component vector of uint) 0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -62,7 +62,7 @@ gl_FragCoord origin is upper left ...@@ -62,7 +62,7 @@ gl_FragCoord origin is upper left
0:54 2 (const uint) 0:54 2 (const uint)
0:54 Constant: 0:54 Constant:
0:54 2 (const int) 0:54 2 (const int)
0:57 textureFetch (global 4-component vector of float) 0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -83,7 +83,7 @@ gl_FragCoord origin is upper left ...@@ -83,7 +83,7 @@ gl_FragCoord origin is upper left
0:57 3 (const uint) 0:57 3 (const uint)
0:57 Constant: 0:57 Constant:
0:57 3 (const int) 0:57 3 (const int)
0:58 textureFetch (global 4-component vector of int) 0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -104,7 +104,7 @@ gl_FragCoord origin is upper left ...@@ -104,7 +104,7 @@ gl_FragCoord origin is upper left
0:58 3 (const uint) 0:58 3 (const uint)
0:58 Constant: 0:58 Constant:
0:58 3 (const int) 0:58 3 (const int)
0:59 textureFetch (global 4-component vector of uint) 0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -194,7 +194,7 @@ gl_FragCoord origin is upper left ...@@ -194,7 +194,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters: 0:48 Function Parameters:
0:? Sequence 0:? Sequence
0:52 textureFetch (global 4-component vector of float) 0:52 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -213,7 +213,7 @@ gl_FragCoord origin is upper left ...@@ -213,7 +213,7 @@ gl_FragCoord origin is upper left
0:52 2 (const uint) 0:52 2 (const uint)
0:52 Constant: 0:52 Constant:
0:52 2 (const int) 0:52 2 (const int)
0:53 textureFetch (global 4-component vector of int) 0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -232,7 +232,7 @@ gl_FragCoord origin is upper left ...@@ -232,7 +232,7 @@ gl_FragCoord origin is upper left
0:53 2 (const uint) 0:53 2 (const uint)
0:53 Constant: 0:53 Constant:
0:53 2 (const int) 0:53 2 (const int)
0:54 textureFetch (global 4-component vector of uint) 0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -251,7 +251,7 @@ gl_FragCoord origin is upper left ...@@ -251,7 +251,7 @@ gl_FragCoord origin is upper left
0:54 2 (const uint) 0:54 2 (const uint)
0:54 Constant: 0:54 Constant:
0:54 2 (const int) 0:54 2 (const int)
0:57 textureFetch (global 4-component vector of float) 0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -272,7 +272,7 @@ gl_FragCoord origin is upper left ...@@ -272,7 +272,7 @@ gl_FragCoord origin is upper left
0:57 3 (const uint) 0:57 3 (const uint)
0:57 Constant: 0:57 Constant:
0:57 3 (const int) 0:57 3 (const int)
0:58 textureFetch (global 4-component vector of int) 0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -293,7 +293,7 @@ gl_FragCoord origin is upper left ...@@ -293,7 +293,7 @@ gl_FragCoord origin is upper left
0:58 3 (const uint) 0:58 3 (const uint)
0:58 Constant: 0:58 Constant:
0:58 3 (const int) 0:58 3 (const int)
0:59 textureFetch (global 4-component vector of uint) 0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
......
...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left ...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters: 0:48 Function Parameters:
0:? Sequence 0:? Sequence
0:52 textureFetch (global 4-component vector of float) 0:52 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int) 0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -22,7 +22,7 @@ gl_FragCoord origin is upper left ...@@ -22,7 +22,7 @@ gl_FragCoord origin is upper left
0:52 1 (const uint) 0:52 1 (const uint)
0:52 Constant: 0:52 Constant:
0:52 1 (const int) 0:52 1 (const int)
0:53 textureFetch (global 4-component vector of int) 0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D) 0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int) 0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -39,7 +39,7 @@ gl_FragCoord origin is upper left ...@@ -39,7 +39,7 @@ gl_FragCoord origin is upper left
0:53 1 (const uint) 0:53 1 (const uint)
0:53 Constant: 0:53 Constant:
0:53 1 (const int) 0:53 1 (const int)
0:54 textureFetch (global 4-component vector of uint) 0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D) 0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int) 0:54 vector swizzle (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -56,7 +56,7 @@ gl_FragCoord origin is upper left ...@@ -56,7 +56,7 @@ gl_FragCoord origin is upper left
0:54 1 (const uint) 0:54 1 (const uint)
0:54 Constant: 0:54 Constant:
0:54 1 (const int) 0:54 1 (const int)
0:57 textureFetch (global 4-component vector of float) 0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D) 0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -75,7 +75,7 @@ gl_FragCoord origin is upper left ...@@ -75,7 +75,7 @@ gl_FragCoord origin is upper left
0:57 2 (const uint) 0:57 2 (const uint)
0:57 Constant: 0:57 Constant:
0:57 2 (const int) 0:57 2 (const int)
0:58 textureFetch (global 4-component vector of int) 0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D) 0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -94,7 +94,7 @@ gl_FragCoord origin is upper left ...@@ -94,7 +94,7 @@ gl_FragCoord origin is upper left
0:58 2 (const uint) 0:58 2 (const uint)
0:58 Constant: 0:58 Constant:
0:58 2 (const int) 0:58 2 (const int)
0:59 textureFetch (global 4-component vector of uint) 0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D) 0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -113,7 +113,7 @@ gl_FragCoord origin is upper left ...@@ -113,7 +113,7 @@ gl_FragCoord origin is upper left
0:59 2 (const uint) 0:59 2 (const uint)
0:59 Constant: 0:59 Constant:
0:59 2 (const int) 0:59 2 (const int)
0:62 textureFetch (global 4-component vector of float) 0:62 textureFetch (temp 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D) 0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -134,7 +134,7 @@ gl_FragCoord origin is upper left ...@@ -134,7 +134,7 @@ gl_FragCoord origin is upper left
0:62 3 (const uint) 0:62 3 (const uint)
0:62 Constant: 0:62 Constant:
0:62 3 (const int) 0:62 3 (const int)
0:63 textureFetch (global 4-component vector of int) 0:63 textureFetch (temp 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D) 0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -155,7 +155,7 @@ gl_FragCoord origin is upper left ...@@ -155,7 +155,7 @@ gl_FragCoord origin is upper left
0:63 3 (const uint) 0:63 3 (const uint)
0:63 Constant: 0:63 Constant:
0:63 3 (const int) 0:63 3 (const int)
0:64 textureFetch (global 4-component vector of uint) 0:64 textureFetch (temp 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D) 0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -245,7 +245,7 @@ gl_FragCoord origin is upper left ...@@ -245,7 +245,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters: 0:48 Function Parameters:
0:? Sequence 0:? Sequence
0:52 textureFetch (global 4-component vector of float) 0:52 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int) 0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -262,7 +262,7 @@ gl_FragCoord origin is upper left ...@@ -262,7 +262,7 @@ gl_FragCoord origin is upper left
0:52 1 (const uint) 0:52 1 (const uint)
0:52 Constant: 0:52 Constant:
0:52 1 (const int) 0:52 1 (const int)
0:53 textureFetch (global 4-component vector of int) 0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D) 0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int) 0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -279,7 +279,7 @@ gl_FragCoord origin is upper left ...@@ -279,7 +279,7 @@ gl_FragCoord origin is upper left
0:53 1 (const uint) 0:53 1 (const uint)
0:53 Constant: 0:53 Constant:
0:53 1 (const int) 0:53 1 (const int)
0:54 textureFetch (global 4-component vector of uint) 0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D) 0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int) 0:54 vector swizzle (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -296,7 +296,7 @@ gl_FragCoord origin is upper left ...@@ -296,7 +296,7 @@ gl_FragCoord origin is upper left
0:54 1 (const uint) 0:54 1 (const uint)
0:54 Constant: 0:54 Constant:
0:54 1 (const int) 0:54 1 (const int)
0:57 textureFetch (global 4-component vector of float) 0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D) 0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -315,7 +315,7 @@ gl_FragCoord origin is upper left ...@@ -315,7 +315,7 @@ gl_FragCoord origin is upper left
0:57 2 (const uint) 0:57 2 (const uint)
0:57 Constant: 0:57 Constant:
0:57 2 (const int) 0:57 2 (const int)
0:58 textureFetch (global 4-component vector of int) 0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D) 0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -334,7 +334,7 @@ gl_FragCoord origin is upper left ...@@ -334,7 +334,7 @@ gl_FragCoord origin is upper left
0:58 2 (const uint) 0:58 2 (const uint)
0:58 Constant: 0:58 Constant:
0:58 2 (const int) 0:58 2 (const int)
0:59 textureFetch (global 4-component vector of uint) 0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D) 0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -353,7 +353,7 @@ gl_FragCoord origin is upper left ...@@ -353,7 +353,7 @@ gl_FragCoord origin is upper left
0:59 2 (const uint) 0:59 2 (const uint)
0:59 Constant: 0:59 Constant:
0:59 2 (const int) 0:59 2 (const int)
0:62 textureFetch (global 4-component vector of float) 0:62 textureFetch (temp 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D) 0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -374,7 +374,7 @@ gl_FragCoord origin is upper left ...@@ -374,7 +374,7 @@ gl_FragCoord origin is upper left
0:62 3 (const uint) 0:62 3 (const uint)
0:62 Constant: 0:62 Constant:
0:62 3 (const int) 0:62 3 (const int)
0:63 textureFetch (global 4-component vector of int) 0:63 textureFetch (temp 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D) 0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -395,7 +395,7 @@ gl_FragCoord origin is upper left ...@@ -395,7 +395,7 @@ gl_FragCoord origin is upper left
0:63 3 (const uint) 0:63 3 (const uint)
0:63 Constant: 0:63 Constant:
0:63 3 (const int) 0:63 3 (const int)
0:64 textureFetch (global 4-component vector of uint) 0:64 textureFetch (temp 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D) 0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
......
...@@ -4,7 +4,7 @@ Shader version: 450 ...@@ -4,7 +4,7 @@ Shader version: 450
0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:47 Function Parameters: 0:47 Function Parameters:
0:? Sequence 0:? Sequence
0:51 textureFetch (global 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 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:51 vector swizzle (temp int) 0:51 vector swizzle (temp int)
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -21,7 +21,7 @@ Shader version: 450 ...@@ -21,7 +21,7 @@ Shader version: 450
0:51 1 (const uint) 0:51 1 (const uint)
0:51 Constant: 0:51 Constant:
0:51 1 (const int) 0:51 1 (const int)
0:52 textureFetch (global 4-component vector of int) 0:52 textureFetch (temp 4-component vector of int)
0:52 'g_tTex1di4' (uniform itexture1D) 0:52 'g_tTex1di4' (uniform itexture1D)
0:52 vector swizzle (temp int) 0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -38,7 +38,7 @@ Shader version: 450 ...@@ -38,7 +38,7 @@ Shader version: 450
0:52 1 (const uint) 0:52 1 (const uint)
0:52 Constant: 0:52 Constant:
0:52 1 (const int) 0:52 1 (const int)
0:53 textureFetch (global 4-component vector of uint) 0:53 textureFetch (temp 4-component vector of uint)
0:53 'g_tTex1du4' (uniform utexture1D) 0:53 'g_tTex1du4' (uniform utexture1D)
0:53 vector swizzle (temp int) 0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -55,7 +55,7 @@ Shader version: 450 ...@@ -55,7 +55,7 @@ Shader version: 450
0:53 1 (const uint) 0:53 1 (const uint)
0:53 Constant: 0:53 Constant:
0:53 1 (const int) 0:53 1 (const int)
0:56 textureFetch (global 4-component vector of float) 0:56 textureFetch (temp 4-component vector of float)
0:56 'g_tTex2df4' (uniform texture2D) 0:56 'g_tTex2df4' (uniform texture2D)
0:56 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -74,7 +74,7 @@ Shader version: 450 ...@@ -74,7 +74,7 @@ Shader version: 450
0:56 2 (const uint) 0:56 2 (const uint)
0:56 Constant: 0:56 Constant:
0:56 2 (const int) 0:56 2 (const int)
0:57 textureFetch (global 4-component vector of int) 0:57 textureFetch (temp 4-component vector of int)
0:57 'g_tTex2di4' (uniform itexture2D) 0:57 'g_tTex2di4' (uniform itexture2D)
0:57 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -93,7 +93,7 @@ Shader version: 450 ...@@ -93,7 +93,7 @@ Shader version: 450
0:57 2 (const uint) 0:57 2 (const uint)
0:57 Constant: 0:57 Constant:
0:57 2 (const int) 0:57 2 (const int)
0:58 textureFetch (global 4-component vector of uint) 0:58 textureFetch (temp 4-component vector of uint)
0:58 'g_tTex2du4' (uniform utexture2D) 0:58 'g_tTex2du4' (uniform utexture2D)
0:58 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -112,7 +112,7 @@ Shader version: 450 ...@@ -112,7 +112,7 @@ Shader version: 450
0:58 2 (const uint) 0:58 2 (const uint)
0:58 Constant: 0:58 Constant:
0:58 2 (const int) 0:58 2 (const int)
0:61 textureFetch (global 4-component vector of float) 0:61 textureFetch (temp 4-component vector of float)
0:61 'g_tTex3df4' (uniform texture3D) 0:61 'g_tTex3df4' (uniform texture3D)
0:61 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -133,7 +133,7 @@ Shader version: 450 ...@@ -133,7 +133,7 @@ Shader version: 450
0:61 3 (const uint) 0:61 3 (const uint)
0:61 Constant: 0:61 Constant:
0:61 3 (const int) 0:61 3 (const int)
0:62 textureFetch (global 4-component vector of int) 0:62 textureFetch (temp 4-component vector of int)
0:62 'g_tTex3di4' (uniform itexture3D) 0:62 'g_tTex3di4' (uniform itexture3D)
0:62 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -154,7 +154,7 @@ Shader version: 450 ...@@ -154,7 +154,7 @@ Shader version: 450
0:62 3 (const uint) 0:62 3 (const uint)
0:62 Constant: 0:62 Constant:
0:62 3 (const int) 0:62 3 (const int)
0:63 textureFetch (global 4-component vector of uint) 0:63 textureFetch (temp 4-component vector of uint)
0:63 'g_tTex3du4' (uniform utexture3D) 0:63 'g_tTex3du4' (uniform utexture3D)
0:63 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -229,7 +229,7 @@ Shader version: 450 ...@@ -229,7 +229,7 @@ Shader version: 450
0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos}) 0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:47 Function Parameters: 0:47 Function Parameters:
0:? Sequence 0:? Sequence
0:51 textureFetch (global 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 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:51 vector swizzle (temp int) 0:51 vector swizzle (temp int)
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -246,7 +246,7 @@ Shader version: 450 ...@@ -246,7 +246,7 @@ Shader version: 450
0:51 1 (const uint) 0:51 1 (const uint)
0:51 Constant: 0:51 Constant:
0:51 1 (const int) 0:51 1 (const int)
0:52 textureFetch (global 4-component vector of int) 0:52 textureFetch (temp 4-component vector of int)
0:52 'g_tTex1di4' (uniform itexture1D) 0:52 'g_tTex1di4' (uniform itexture1D)
0:52 vector swizzle (temp int) 0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -263,7 +263,7 @@ Shader version: 450 ...@@ -263,7 +263,7 @@ Shader version: 450
0:52 1 (const uint) 0:52 1 (const uint)
0:52 Constant: 0:52 Constant:
0:52 1 (const int) 0:52 1 (const int)
0:53 textureFetch (global 4-component vector of uint) 0:53 textureFetch (temp 4-component vector of uint)
0:53 'g_tTex1du4' (uniform utexture1D) 0:53 'g_tTex1du4' (uniform utexture1D)
0:53 vector swizzle (temp int) 0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -280,7 +280,7 @@ Shader version: 450 ...@@ -280,7 +280,7 @@ Shader version: 450
0:53 1 (const uint) 0:53 1 (const uint)
0:53 Constant: 0:53 Constant:
0:53 1 (const int) 0:53 1 (const int)
0:56 textureFetch (global 4-component vector of float) 0:56 textureFetch (temp 4-component vector of float)
0:56 'g_tTex2df4' (uniform texture2D) 0:56 'g_tTex2df4' (uniform texture2D)
0:56 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -299,7 +299,7 @@ Shader version: 450 ...@@ -299,7 +299,7 @@ Shader version: 450
0:56 2 (const uint) 0:56 2 (const uint)
0:56 Constant: 0:56 Constant:
0:56 2 (const int) 0:56 2 (const int)
0:57 textureFetch (global 4-component vector of int) 0:57 textureFetch (temp 4-component vector of int)
0:57 'g_tTex2di4' (uniform itexture2D) 0:57 'g_tTex2di4' (uniform itexture2D)
0:57 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -318,7 +318,7 @@ Shader version: 450 ...@@ -318,7 +318,7 @@ Shader version: 450
0:57 2 (const uint) 0:57 2 (const uint)
0:57 Constant: 0:57 Constant:
0:57 2 (const int) 0:57 2 (const int)
0:58 textureFetch (global 4-component vector of uint) 0:58 textureFetch (temp 4-component vector of uint)
0:58 'g_tTex2du4' (uniform utexture2D) 0:58 'g_tTex2du4' (uniform utexture2D)
0:58 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -337,7 +337,7 @@ Shader version: 450 ...@@ -337,7 +337,7 @@ Shader version: 450
0:58 2 (const uint) 0:58 2 (const uint)
0:58 Constant: 0:58 Constant:
0:58 2 (const int) 0:58 2 (const int)
0:61 textureFetch (global 4-component vector of float) 0:61 textureFetch (temp 4-component vector of float)
0:61 'g_tTex3df4' (uniform texture3D) 0:61 'g_tTex3df4' (uniform texture3D)
0:61 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -358,7 +358,7 @@ Shader version: 450 ...@@ -358,7 +358,7 @@ Shader version: 450
0:61 3 (const uint) 0:61 3 (const uint)
0:61 Constant: 0:61 Constant:
0:61 3 (const int) 0:61 3 (const int)
0:62 textureFetch (global 4-component vector of int) 0:62 textureFetch (temp 4-component vector of int)
0:62 'g_tTex3di4' (uniform itexture3D) 0:62 'g_tTex3di4' (uniform itexture3D)
0:62 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -379,7 +379,7 @@ Shader version: 450 ...@@ -379,7 +379,7 @@ Shader version: 450
0:62 3 (const uint) 0:62 3 (const uint)
0:62 Constant: 0:62 Constant:
0:62 3 (const int) 0:62 3 (const int)
0:63 textureFetch (global 4-component vector of uint) 0:63 textureFetch (temp 4-component vector of uint)
0:63 'g_tTex3du4' (uniform utexture3D) 0:63 'g_tTex3du4' (uniform utexture3D)
0:63 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
......
...@@ -8,8 +8,8 @@ gl_FragCoord origin is upper left ...@@ -8,8 +8,8 @@ gl_FragCoord origin is upper left
0:28 Sequence 0:28 Sequence
0:28 move second child to first child (temp 4-component vector of float) 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 'r00' (temp 4-component vector of float)
0:28 textureFetch (global 4-component vector of float) 0:28 textureFetch (temp 4-component vector of float)
0:28 'g_tTexbf4' (uniform samplerBuffer) 0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
0:28 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:28 Constant:
...@@ -17,8 +17,8 @@ gl_FragCoord origin is upper left ...@@ -17,8 +17,8 @@ gl_FragCoord origin is upper left
0:29 Sequence 0:29 Sequence
0:29 move second child to first child (temp 4-component vector of int) 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 'r01' (temp 4-component vector of int)
0:29 textureFetch (global 4-component vector of int) 0:29 textureFetch (temp 4-component vector of int)
0:29 'g_tTexbi4' (uniform isamplerBuffer) 0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
0:29 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:29 Constant:
...@@ -26,8 +26,8 @@ gl_FragCoord origin is upper left ...@@ -26,8 +26,8 @@ gl_FragCoord origin is upper left
0:30 Sequence 0:30 Sequence
0:30 move second child to first child (temp 4-component vector of uint) 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 'r02' (temp 4-component vector of uint)
0:30 textureFetch (global 4-component vector of uint) 0:30 textureFetch (temp 4-component vector of uint)
0:30 'g_tTexbu4' (uniform usamplerBuffer) 0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
0:30 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:30 Constant:
...@@ -65,10 +65,10 @@ gl_FragCoord origin is upper left ...@@ -65,10 +65,10 @@ gl_FragCoord origin is upper left
0:37 1 (const int) 0:37 1 (const int)
0:37 Branch: Return 0:37 Branch: Return
0:? Linker Objects 0:? Linker Objects
0:? 'g_tTexbf4_test' (layout(binding=0 ) uniform samplerBuffer) 0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
0:? 'g_tTexbf4' (uniform samplerBuffer) 0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
0:? 'g_tTexbi4' (uniform isamplerBuffer) 0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
0:? 'g_tTexbu4' (uniform usamplerBuffer) 0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth) 0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -86,8 +86,8 @@ gl_FragCoord origin is upper left ...@@ -86,8 +86,8 @@ gl_FragCoord origin is upper left
0:28 Sequence 0:28 Sequence
0:28 move second child to first child (temp 4-component vector of float) 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 'r00' (temp 4-component vector of float)
0:28 textureFetch (global 4-component vector of float) 0:28 textureFetch (temp 4-component vector of float)
0:28 'g_tTexbf4' (uniform samplerBuffer) 0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
0:28 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:28 Constant:
...@@ -95,8 +95,8 @@ gl_FragCoord origin is upper left ...@@ -95,8 +95,8 @@ gl_FragCoord origin is upper left
0:29 Sequence 0:29 Sequence
0:29 move second child to first child (temp 4-component vector of int) 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 'r01' (temp 4-component vector of int)
0:29 textureFetch (global 4-component vector of int) 0:29 textureFetch (temp 4-component vector of int)
0:29 'g_tTexbi4' (uniform isamplerBuffer) 0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
0:29 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:29 Constant:
...@@ -104,8 +104,8 @@ gl_FragCoord origin is upper left ...@@ -104,8 +104,8 @@ gl_FragCoord origin is upper left
0:30 Sequence 0:30 Sequence
0:30 move second child to first child (temp 4-component vector of uint) 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 'r02' (temp 4-component vector of uint)
0:30 textureFetch (global 4-component vector of uint) 0:30 textureFetch (temp 4-component vector of uint)
0:30 'g_tTexbu4' (uniform usamplerBuffer) 0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
0:30 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:30 Constant:
...@@ -143,10 +143,10 @@ gl_FragCoord origin is upper left ...@@ -143,10 +143,10 @@ gl_FragCoord origin is upper left
0:37 1 (const int) 0:37 1 (const int)
0:37 Branch: Return 0:37 Branch: Return
0:? Linker Objects 0:? Linker Objects
0:? 'g_tTexbf4_test' (layout(binding=0 ) uniform samplerBuffer) 0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
0:? 'g_tTexbf4' (uniform samplerBuffer) 0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
0:? 'g_tTexbi4' (uniform isamplerBuffer) 0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
0:? 'g_tTexbu4' (uniform usamplerBuffer) 0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth) 0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -207,7 +207,7 @@ gl_FragCoord origin is upper left ...@@ -207,7 +207,7 @@ gl_FragCoord origin is upper left
6: TypeFloat 32 6: TypeFloat 32
7: TypeVector 6(float) 4 7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4) 8: TypePointer Function 7(fvec4)
10: TypeImage 6(float) Buffer sampled format:Unknown 10: TypeImage 6(float) Buffer sampled format:Rgba32f
11: TypeSampledImage 10 11: TypeSampledImage 10
12: TypePointer UniformConstant 11 12: TypePointer UniformConstant 11
13(g_tTexbf4): 12(ptr) Variable UniformConstant 13(g_tTexbf4): 12(ptr) Variable UniformConstant
...@@ -221,14 +221,14 @@ gl_FragCoord origin is upper left ...@@ -221,14 +221,14 @@ gl_FragCoord origin is upper left
22: 15(int) Constant 0 22: 15(int) Constant 0
23: TypePointer Uniform 15(int) 23: TypePointer Uniform 15(int)
28: TypePointer Function 18(ivec4) 28: TypePointer Function 18(ivec4)
30: TypeImage 15(int) Buffer sampled format:Unknown 30: TypeImage 15(int) Buffer sampled format:Rgba32i
31: TypeSampledImage 30 31: TypeSampledImage 30
32: TypePointer UniformConstant 31 32: TypePointer UniformConstant 31
33(g_tTexbi4): 32(ptr) Variable UniformConstant 33(g_tTexbi4): 32(ptr) Variable UniformConstant
39: TypeInt 32 0 39: TypeInt 32 0
40: TypeVector 39(int) 4 40: TypeVector 39(int) 4
41: TypePointer Function 40(ivec4) 41: TypePointer Function 40(ivec4)
43: TypeImage 39(int) Buffer sampled format:Unknown 43: TypeImage 39(int) Buffer sampled format:Rgba32ui
44: TypeSampledImage 43 44: TypeSampledImage 43
45: TypePointer UniformConstant 44 45: TypePointer UniformConstant 44
46(g_tTexbu4): 45(ptr) Variable UniformConstant 46(g_tTexbu4): 45(ptr) Variable UniformConstant
......
hlsl.load.buffer.float.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child (temp float)
0:28 'r00' (temp float)
0:28 textureFetch (temp 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})
0:28 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 textureFetch (temp 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})
0:29 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 textureFetch (temp 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})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child (temp 4-component vector of float)
0:34 Color: direct index for structure (temp 4-component vector of float)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:35 move second child to first child (temp float)
0:35 Depth: direct index for structure (temp float)
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Sequence
0:37 Sequence
0:37 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:37 Color: direct index for structure (temp 4-component vector of float)
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:37 Constant:
0:37 0 (const int)
0:37 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:37 Depth: direct index for structure (temp float)
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:37 Constant:
0:37 1 (const int)
0:37 Branch: Return
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:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child (temp float)
0:28 'r00' (temp float)
0:28 textureFetch (temp 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})
0:28 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 textureFetch (temp 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})
0:29 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 textureFetch (temp 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})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child (temp 4-component vector of float)
0:34 Color: direct index for structure (temp 4-component vector of float)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:35 move second child to first child (temp float)
0:35 Depth: direct index for structure (temp float)
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Sequence
0:37 Sequence
0:37 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:37 Color: direct index for structure (temp 4-component vector of float)
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:37 Constant:
0:37 0 (const int)
0:37 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:37 Depth: direct index for structure (temp float)
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:37 Constant:
0:37 1 (const int)
0:37 Branch: Return
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:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 70
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 61 65
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "r00"
Name 12 "g_tTexbfs"
Name 18 "$Global"
MemberName 18($Global) 0 "c1"
MemberName 18($Global) 1 "c2"
MemberName 18($Global) 2 "c3"
MemberName 18($Global) 3 "c4"
MemberName 18($Global) 4 "o1"
MemberName 18($Global) 5 "o2"
MemberName 18($Global) 6 "o3"
MemberName 18($Global) 7 "o4"
Name 20 ""
Name 28 "r01"
Name 32 "g_tTexbis"
Name 40 "r02"
Name 44 "g_tTexbus"
Name 51 "PS_OUTPUT"
MemberName 51(PS_OUTPUT) 0 "Color"
MemberName 51(PS_OUTPUT) 1 "Depth"
Name 53 "psout"
Name 61 "Color"
Name 65 "Depth"
Name 69 "g_tTexbfs_test"
Decorate 12(g_tTexbfs) DescriptorSet 0
MemberDecorate 18($Global) 0 Offset 0
MemberDecorate 18($Global) 1 Offset 8
MemberDecorate 18($Global) 2 Offset 16
MemberDecorate 18($Global) 3 Offset 32
MemberDecorate 18($Global) 4 Offset 48
MemberDecorate 18($Global) 5 Offset 56
MemberDecorate 18($Global) 6 Offset 64
MemberDecorate 18($Global) 7 Offset 80
Decorate 18($Global) Block
Decorate 20 DescriptorSet 0
Decorate 32(g_tTexbis) DescriptorSet 0
Decorate 44(g_tTexbus) DescriptorSet 0
Decorate 61(Color) Location 0
Decorate 65(Depth) BuiltIn FragDepth
Decorate 69(g_tTexbfs_test) DescriptorSet 0
Decorate 69(g_tTexbfs_test) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
9: TypeImage 6(float) Buffer sampled format:R32f
10: TypeSampledImage 9
11: TypePointer UniformConstant 10
12(g_tTexbfs): 11(ptr) Variable UniformConstant
14: TypeInt 32 1
15: TypeVector 14(int) 2
16: TypeVector 14(int) 3
17: TypeVector 14(int) 4
18($Global): TypeStruct 14(int) 15(ivec2) 16(ivec3) 17(ivec4) 14(int) 15(ivec2) 16(ivec3) 17(ivec4)
19: TypePointer Uniform 18($Global)
20: 19(ptr) Variable Uniform
21: 14(int) Constant 0
22: TypePointer Uniform 14(int)
27: TypePointer Function 14(int)
29: TypeImage 14(int) Buffer sampled format:R32i
30: TypeSampledImage 29
31: TypePointer UniformConstant 30
32(g_tTexbis): 31(ptr) Variable UniformConstant
38: TypeInt 32 0
39: TypePointer Function 38(int)
41: TypeImage 38(int) Buffer sampled format:R32ui
42: TypeSampledImage 41
43: TypePointer UniformConstant 42
44(g_tTexbus): 43(ptr) Variable UniformConstant
50: TypeVector 6(float) 4
51(PS_OUTPUT): TypeStruct 50(fvec4) 6(float)
52: TypePointer Function 51(PS_OUTPUT)
54: 6(float) Constant 1065353216
55: 50(fvec4) ConstantComposite 54 54 54 54
56: TypePointer Function 50(fvec4)
58: 14(int) Constant 1
60: TypePointer Output 50(fvec4)
61(Color): 60(ptr) Variable Output
64: TypePointer Output 6(float)
65(Depth): 64(ptr) Variable Output
69(g_tTexbfs_test): 11(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
8(r00): 7(ptr) Variable Function
28(r01): 27(ptr) Variable Function
40(r02): 39(ptr) Variable Function
53(psout): 52(ptr) Variable Function
13: 10 Load 12(g_tTexbfs)
23: 22(ptr) AccessChain 20 21
24: 14(int) Load 23
25: 9 Image 13
26: 6(float) ImageFetch 25 24
Store 8(r00) 26
33: 30 Load 32(g_tTexbis)
34: 22(ptr) AccessChain 20 21
35: 14(int) Load 34
36: 29 Image 33
37: 14(int) ImageFetch 36 35
Store 28(r01) 37
45: 42 Load 44(g_tTexbus)
46: 22(ptr) AccessChain 20 21
47: 14(int) Load 46
48: 41 Image 45
49: 38(int) ImageFetch 48 47
Store 40(r02) 49
57: 56(ptr) AccessChain 53(psout) 21
Store 57 55
59: 7(ptr) AccessChain 53(psout) 58
Store 59 54
62: 56(ptr) AccessChain 53(psout) 21
63: 50(fvec4) Load 62
Store 61(Color) 63
66: 7(ptr) AccessChain 53(psout) 58
67: 6(float) Load 66
Store 65(Depth) 67
Return
FunctionEnd
...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left ...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters: 0:48 Function Parameters:
0:? Sequence 0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float) 0:52 textureFetchOffset (temp 4-component vector of float)
0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int) 0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -26,7 +26,7 @@ gl_FragCoord origin is upper left ...@@ -26,7 +26,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:52 Constant:
0:52 4 (const uint) 0:52 4 (const uint)
0:53 textureFetchOffset (global 4-component vector of int) 0:53 textureFetchOffset (temp 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D) 0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int) 0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -47,7 +47,7 @@ gl_FragCoord origin is upper left ...@@ -47,7 +47,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:53 Constant:
0:53 4 (const uint) 0:53 4 (const uint)
0:54 textureFetchOffset (global 4-component vector of uint) 0:54 textureFetchOffset (temp 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D) 0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int) 0:54 vector swizzle (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -68,7 +68,7 @@ gl_FragCoord origin is upper left ...@@ -68,7 +68,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:54 Constant:
0:54 4 (const uint) 0:54 4 (const uint)
0:57 textureFetchOffset (global 4-component vector of float) 0:57 textureFetchOffset (temp 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D) 0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -91,7 +91,7 @@ gl_FragCoord origin is upper left ...@@ -91,7 +91,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:57 Constant:
0:57 5 (const uint) 0:57 5 (const uint)
0:58 textureFetchOffset (global 4-component vector of int) 0:58 textureFetchOffset (temp 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D) 0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -114,7 +114,7 @@ gl_FragCoord origin is upper left ...@@ -114,7 +114,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:58 Constant:
0:58 5 (const uint) 0:58 5 (const uint)
0:59 textureFetchOffset (global 4-component vector of uint) 0:59 textureFetchOffset (temp 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D) 0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -137,7 +137,7 @@ gl_FragCoord origin is upper left ...@@ -137,7 +137,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:59 Constant:
0:59 5 (const uint) 0:59 5 (const uint)
0:62 textureFetchOffset (global 4-component vector of float) 0:62 textureFetchOffset (temp 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D) 0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -162,7 +162,7 @@ gl_FragCoord origin is upper left ...@@ -162,7 +162,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:62 Constant:
0:62 6 (const uint) 0:62 6 (const uint)
0:63 textureFetchOffset (global 4-component vector of int) 0:63 textureFetchOffset (temp 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D) 0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -187,7 +187,7 @@ gl_FragCoord origin is upper left ...@@ -187,7 +187,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:63 Constant:
0:63 6 (const uint) 0:63 6 (const uint)
0:64 textureFetchOffset (global 4-component vector of uint) 0:64 textureFetchOffset (temp 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D) 0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -281,7 +281,7 @@ gl_FragCoord origin is upper left ...@@ -281,7 +281,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters: 0:48 Function Parameters:
0:? Sequence 0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float) 0:52 textureFetchOffset (temp 4-component vector of float)
0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int) 0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -302,7 +302,7 @@ gl_FragCoord origin is upper left ...@@ -302,7 +302,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:52 Constant:
0:52 4 (const uint) 0:52 4 (const uint)
0:53 textureFetchOffset (global 4-component vector of int) 0:53 textureFetchOffset (temp 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D) 0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int) 0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -323,7 +323,7 @@ gl_FragCoord origin is upper left ...@@ -323,7 +323,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:53 Constant:
0:53 4 (const uint) 0:53 4 (const uint)
0:54 textureFetchOffset (global 4-component vector of uint) 0:54 textureFetchOffset (temp 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D) 0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int) 0:54 vector swizzle (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
...@@ -344,7 +344,7 @@ gl_FragCoord origin is upper left ...@@ -344,7 +344,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:54 Constant:
0:54 4 (const uint) 0:54 4 (const uint)
0:57 textureFetchOffset (global 4-component vector of float) 0:57 textureFetchOffset (temp 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D) 0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -367,7 +367,7 @@ gl_FragCoord origin is upper left ...@@ -367,7 +367,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:57 Constant:
0:57 5 (const uint) 0:57 5 (const uint)
0:58 textureFetchOffset (global 4-component vector of int) 0:58 textureFetchOffset (temp 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D) 0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -390,7 +390,7 @@ gl_FragCoord origin is upper left ...@@ -390,7 +390,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:58 Constant:
0:58 5 (const uint) 0:58 5 (const uint)
0:59 textureFetchOffset (global 4-component vector of uint) 0:59 textureFetchOffset (temp 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D) 0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -413,7 +413,7 @@ gl_FragCoord origin is upper left ...@@ -413,7 +413,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:59 Constant:
0:59 5 (const uint) 0:59 5 (const uint)
0:62 textureFetchOffset (global 4-component vector of float) 0:62 textureFetchOffset (temp 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D) 0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -438,7 +438,7 @@ gl_FragCoord origin is upper left ...@@ -438,7 +438,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:62 Constant:
0:62 6 (const uint) 0:62 6 (const uint)
0:63 textureFetchOffset (global 4-component vector of int) 0:63 textureFetchOffset (temp 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D) 0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -463,7 +463,7 @@ gl_FragCoord origin is upper left ...@@ -463,7 +463,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:63 Constant:
0:63 6 (const uint) 0:63 6 (const uint)
0:64 textureFetchOffset (global 4-component vector of uint) 0:64 textureFetchOffset (temp 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D) 0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
......
...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left ...@@ -5,7 +5,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters: 0:48 Function Parameters:
0:? Sequence 0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float) 0:52 textureFetchOffset (temp 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -28,7 +28,7 @@ gl_FragCoord origin is upper left ...@@ -28,7 +28,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:52 Constant:
0:52 4 (const uint) 0:52 4 (const uint)
0:53 textureFetchOffset (global 4-component vector of int) 0:53 textureFetchOffset (temp 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -51,7 +51,7 @@ gl_FragCoord origin is upper left ...@@ -51,7 +51,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:53 Constant:
0:53 4 (const uint) 0:53 4 (const uint)
0:54 textureFetchOffset (global 4-component vector of uint) 0:54 textureFetchOffset (temp 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -74,7 +74,7 @@ gl_FragCoord origin is upper left ...@@ -74,7 +74,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:54 Constant:
0:54 4 (const uint) 0:54 4 (const uint)
0:57 textureFetchOffset (global 4-component vector of float) 0:57 textureFetchOffset (temp 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -99,7 +99,7 @@ gl_FragCoord origin is upper left ...@@ -99,7 +99,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:57 Constant:
0:57 5 (const uint) 0:57 5 (const uint)
0:58 textureFetchOffset (global 4-component vector of int) 0:58 textureFetchOffset (temp 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -124,7 +124,7 @@ gl_FragCoord origin is upper left ...@@ -124,7 +124,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:58 Constant:
0:58 5 (const uint) 0:58 5 (const uint)
0:59 textureFetchOffset (global 4-component vector of uint) 0:59 textureFetchOffset (temp 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -218,7 +218,7 @@ gl_FragCoord origin is upper left ...@@ -218,7 +218,7 @@ gl_FragCoord origin is upper left
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters: 0:48 Function Parameters:
0:? Sequence 0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float) 0:52 textureFetchOffset (temp 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -241,7 +241,7 @@ gl_FragCoord origin is upper left ...@@ -241,7 +241,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:52 Constant:
0:52 4 (const uint) 0:52 4 (const uint)
0:53 textureFetchOffset (global 4-component vector of int) 0:53 textureFetchOffset (temp 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -264,7 +264,7 @@ gl_FragCoord origin is upper left ...@@ -264,7 +264,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:53 Constant:
0:53 4 (const uint) 0:53 4 (const uint)
0:54 textureFetchOffset (global 4-component vector of uint) 0:54 textureFetchOffset (temp 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int) 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 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
...@@ -287,7 +287,7 @@ gl_FragCoord origin is upper left ...@@ -287,7 +287,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:54 Constant:
0:54 4 (const uint) 0:54 4 (const uint)
0:57 textureFetchOffset (global 4-component vector of float) 0:57 textureFetchOffset (temp 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -312,7 +312,7 @@ gl_FragCoord origin is upper left ...@@ -312,7 +312,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:57 Constant:
0:57 5 (const uint) 0:57 5 (const uint)
0:58 textureFetchOffset (global 4-component vector of int) 0:58 textureFetchOffset (temp 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
...@@ -337,7 +337,7 @@ gl_FragCoord origin is upper left ...@@ -337,7 +337,7 @@ gl_FragCoord origin is upper left
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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:58 Constant:
0:58 5 (const uint) 0:58 5 (const uint)
0:59 textureFetchOffset (global 4-component vector of uint) 0:59 textureFetchOffset (temp 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int) 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 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
......
...@@ -5,19 +5,19 @@ gl_FragCoord origin is upper left ...@@ -5,19 +5,19 @@ gl_FragCoord origin is upper left
0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:22 Function Parameters: 0:22 Function Parameters:
0:? Sequence 0:? Sequence
0:25 imageLoad (global 4-component vector of float) 0:25 imageLoad (temp 4-component vector of float)
0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) 0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:25 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:25 Constant:
0:25 0 (const uint) 0:25 0 (const uint)
0:26 imageLoad (global 4-component vector of uint) 0:26 imageLoad (temp 4-component vector of uint)
0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) 0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
0:26 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:26 Constant:
0:26 0 (const uint) 0:26 0 (const uint)
0:27 imageLoad (global 4-component vector of int) 0:27 imageLoad (temp 4-component vector of int)
0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) 0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:27 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -59,19 +59,19 @@ gl_FragCoord origin is upper left ...@@ -59,19 +59,19 @@ gl_FragCoord origin is upper left
0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:22 Function Parameters: 0:22 Function Parameters:
0:? Sequence 0:? Sequence
0:25 imageLoad (global 4-component vector of float) 0:25 imageLoad (temp 4-component vector of float)
0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer) 0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:25 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:25 Constant:
0:25 0 (const uint) 0:25 0 (const uint)
0:26 imageLoad (global 4-component vector of uint) 0:26 imageLoad (temp 4-component vector of uint)
0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer) 0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
0:26 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:26 Constant:
0:26 0 (const uint) 0:26 0 (const uint)
0:27 imageLoad (global 4-component vector of int) 0:27 imageLoad (temp 4-component vector of int)
0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer) 0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:27 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
......
...@@ -5,37 +5,37 @@ gl_FragCoord origin is upper left ...@@ -5,37 +5,37 @@ gl_FragCoord origin is upper left
0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters: 0:40 Function Parameters:
0:? Sequence 0:? Sequence
0:44 imageLoad (global 4-component vector of float) 0:44 imageLoad (temp 4-component vector of float)
0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:44 Constant:
0:44 1 (const uint) 0:44 1 (const uint)
0:45 imageLoad (global 4-component vector of int) 0:45 imageLoad (temp 4-component vector of int)
0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:45 Constant:
0:45 1 (const uint) 0:45 1 (const uint)
0:46 imageLoad (global 4-component vector of uint) 0:46 imageLoad (temp 4-component vector of uint)
0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:46 Constant:
0:46 1 (const uint) 0:46 1 (const uint)
0:49 imageLoad (global 4-component vector of float) 0:49 imageLoad (temp 4-component vector of float)
0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:49 Constant: 0:49 Constant:
0:49 2 (const uint) 0:49 2 (const uint)
0:50 imageLoad (global 4-component vector of int) 0:50 imageLoad (temp 4-component vector of int)
0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:50 Constant:
0:50 2 (const uint) 0:50 2 (const uint)
0:51 imageLoad (global 4-component vector of uint) 0:51 imageLoad (temp 4-component vector of uint)
0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -104,37 +104,37 @@ gl_FragCoord origin is upper left ...@@ -104,37 +104,37 @@ gl_FragCoord origin is upper left
0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters: 0:40 Function Parameters:
0:? Sequence 0:? Sequence
0:44 imageLoad (global 4-component vector of float) 0:44 imageLoad (temp 4-component vector of float)
0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:44 Constant:
0:44 1 (const uint) 0:44 1 (const uint)
0:45 imageLoad (global 4-component vector of int) 0:45 imageLoad (temp 4-component vector of int)
0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:45 Constant:
0:45 1 (const uint) 0:45 1 (const uint)
0:46 imageLoad (global 4-component vector of uint) 0:46 imageLoad (temp 4-component vector of uint)
0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:46 Constant:
0:46 1 (const uint) 0:46 1 (const uint)
0:49 imageLoad (global 4-component vector of float) 0:49 imageLoad (temp 4-component vector of float)
0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:49 Constant: 0:49 Constant:
0:49 2 (const uint) 0:49 2 (const uint)
0:50 imageLoad (global 4-component vector of int) 0:50 imageLoad (temp 4-component vector of int)
0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:50 Constant:
0:50 2 (const uint) 0:50 2 (const uint)
0:51 imageLoad (global 4-component vector of uint) 0:51 imageLoad (temp 4-component vector of uint)
0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
......
...@@ -5,55 +5,55 @@ gl_FragCoord origin is upper left ...@@ -5,55 +5,55 @@ gl_FragCoord origin is upper left
0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters: 0:40 Function Parameters:
0:? Sequence 0:? Sequence
0:44 imageLoad (global 4-component vector of float) 0:44 imageLoad (temp 4-component vector of float)
0:44 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) 0:44 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:44 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:44 Constant:
0:44 0 (const uint) 0:44 0 (const uint)
0:45 imageLoad (global 4-component vector of int) 0:45 imageLoad (temp 4-component vector of int)
0:45 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) 0:45 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:45 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:45 Constant:
0:45 0 (const uint) 0:45 0 (const uint)
0:46 imageLoad (global 4-component vector of uint) 0:46 imageLoad (temp 4-component vector of uint)
0:46 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) 0:46 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
0:46 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:46 Constant:
0:46 0 (const uint) 0:46 0 (const uint)
0:49 imageLoad (global 4-component vector of float) 0:49 imageLoad (temp 4-component vector of float)
0:49 'g_tTex2df4' (layout(rgba32f ) uniform image2D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:49 Constant: 0:49 Constant:
0:49 1 (const uint) 0:49 1 (const uint)
0:50 imageLoad (global 4-component vector of int) 0:50 imageLoad (temp 4-component vector of int)
0:50 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:50 Constant:
0:50 1 (const uint) 0:50 1 (const uint)
0:51 imageLoad (global 4-component vector of uint) 0:51 imageLoad (temp 4-component vector of uint)
0:51 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:51 Constant:
0:51 1 (const uint) 0:51 1 (const uint)
0:54 imageLoad (global 4-component vector of float) 0:54 imageLoad (temp 4-component vector of float)
0:54 'g_tTex3df4' (layout(rgba32f ) uniform image3D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:54 Constant:
0:54 2 (const uint) 0:54 2 (const uint)
0:55 imageLoad (global 4-component vector of int) 0:55 imageLoad (temp 4-component vector of int)
0:55 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:55 Constant:
0:55 2 (const uint) 0:55 2 (const uint)
0:56 imageLoad (global 4-component vector of uint) 0:56 imageLoad (temp 4-component vector of uint)
0:56 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
...@@ -122,55 +122,55 @@ gl_FragCoord origin is upper left ...@@ -122,55 +122,55 @@ gl_FragCoord origin is upper left
0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters: 0:40 Function Parameters:
0:? Sequence 0:? Sequence
0:44 imageLoad (global 4-component vector of float) 0:44 imageLoad (temp 4-component vector of float)
0:44 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D) 0:44 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
0:44 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:44 Constant:
0:44 0 (const uint) 0:44 0 (const uint)
0:45 imageLoad (global 4-component vector of int) 0:45 imageLoad (temp 4-component vector of int)
0:45 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) 0:45 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
0:45 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:45 Constant:
0:45 0 (const uint) 0:45 0 (const uint)
0:46 imageLoad (global 4-component vector of uint) 0:46 imageLoad (temp 4-component vector of uint)
0:46 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) 0:46 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
0:46 c1: direct index for structure (layout(offset=0 ) uniform int) 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:46 Constant:
0:46 0 (const uint) 0:46 0 (const uint)
0:49 imageLoad (global 4-component vector of float) 0:49 imageLoad (temp 4-component vector of float)
0:49 'g_tTex2df4' (layout(rgba32f ) uniform image2D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:49 Constant: 0:49 Constant:
0:49 1 (const uint) 0:49 1 (const uint)
0:50 imageLoad (global 4-component vector of int) 0:50 imageLoad (temp 4-component vector of int)
0:50 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:50 Constant:
0:50 1 (const uint) 0:50 1 (const uint)
0:51 imageLoad (global 4-component vector of uint) 0:51 imageLoad (temp 4-component vector of uint)
0:51 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:51 Constant:
0:51 1 (const uint) 0:51 1 (const uint)
0:54 imageLoad (global 4-component vector of float) 0:54 imageLoad (temp 4-component vector of float)
0:54 'g_tTex3df4' (layout(rgba32f ) uniform image3D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:54 Constant:
0:54 2 (const uint) 0:54 2 (const uint)
0:55 imageLoad (global 4-component vector of int) 0:55 imageLoad (temp 4-component vector of int)
0:55 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector 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 Constant: 0:55 Constant:
0:55 2 (const uint) 0:55 2 (const uint)
0:56 imageLoad (global 4-component vector of uint) 0:56 imageLoad (temp 4-component vector of uint)
0:56 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) 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 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 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
......
...@@ -6,8 +6,8 @@ Shader version: 450 ...@@ -6,8 +6,8 @@ Shader version: 450
0:4 'Index' (in uint) 0:4 'Index' (in uint)
0:? Sequence 0:? Sequence
0:5 Branch: Return with expression 0:5 Branch: Return with expression
0:5 textureFetch (global 4-component vector of float) 0:5 textureFetch (temp 4-component vector of float)
0:5 'Position' (uniform samplerBuffer) 0:5 'Position' (layout(rgba32f ) uniform samplerBuffer)
0:5 Convert uint to int (temp int) 0:5 Convert uint to int (temp int)
0:5 'Index' (in uint) 0:5 'Index' (in uint)
0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position) 0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position)
...@@ -21,7 +21,7 @@ Shader version: 450 ...@@ -21,7 +21,7 @@ Shader version: 450
0:10 'Index' (in uint VertexIndex) 0:10 'Index' (in uint VertexIndex)
0:10 Branch: Return 0:10 Branch: Return
0:? Linker Objects 0:? Linker Objects
0:? 'Position' (uniform samplerBuffer) 0:? 'Position' (layout(rgba32f ) uniform samplerBuffer)
0:? '@entryPointOutput' (out 4-component vector of float Position) 0:? '@entryPointOutput' (out 4-component vector of float Position)
0:? 'Index' (in uint VertexIndex) 0:? 'Index' (in uint VertexIndex)
...@@ -36,8 +36,8 @@ Shader version: 450 ...@@ -36,8 +36,8 @@ Shader version: 450
0:4 'Index' (in uint) 0:4 'Index' (in uint)
0:? Sequence 0:? Sequence
0:5 Branch: Return with expression 0:5 Branch: Return with expression
0:5 textureFetch (global 4-component vector of float) 0:5 textureFetch (temp 4-component vector of float)
0:5 'Position' (uniform samplerBuffer) 0:5 'Position' (layout(rgba32f ) uniform samplerBuffer)
0:5 Convert uint to int (temp int) 0:5 Convert uint to int (temp int)
0:5 'Index' (in uint) 0:5 'Index' (in uint)
0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position) 0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position)
...@@ -51,7 +51,7 @@ Shader version: 450 ...@@ -51,7 +51,7 @@ Shader version: 450
0:10 'Index' (in uint VertexIndex) 0:10 'Index' (in uint VertexIndex)
0:10 Branch: Return 0:10 Branch: Return
0:? Linker Objects 0:? Linker Objects
0:? 'Position' (uniform samplerBuffer) 0:? 'Position' (layout(rgba32f ) uniform samplerBuffer)
0:? '@entryPointOutput' (out 4-component vector of float Position) 0:? '@entryPointOutput' (out 4-component vector of float Position)
0:? 'Index' (in uint VertexIndex) 0:? 'Index' (in uint VertexIndex)
...@@ -81,7 +81,7 @@ Shader version: 450 ...@@ -81,7 +81,7 @@ Shader version: 450
8: TypeFloat 32 8: TypeFloat 32
9: TypeVector 8(float) 4 9: TypeVector 8(float) 4
10: TypeFunction 9(fvec4) 7(ptr) 10: TypeFunction 9(fvec4) 7(ptr)
14: TypeImage 8(float) Buffer sampled format:Unknown 14: TypeImage 8(float) Buffer sampled format:Rgba32f
15: TypeSampledImage 14 15: TypeSampledImage 14
16: TypePointer UniformConstant 15 16: TypePointer UniformConstant 15
17(Position): 16(ptr) Variable UniformConstant 17(Position): 16(ptr) Variable UniformConstant
......
This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
uniform Buffer <float> g_tTexbfs_test : register(t0);
Buffer <float> g_tTexbfs;
Buffer <int> g_tTexbis;
Buffer <uint> g_tTexbus;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
uniform int c1;
uniform int2 c2;
uniform int3 c3;
uniform int4 c4;
uniform int o1;
uniform int2 o2;
uniform int3 o3;
uniform int4 o4;
PS_OUTPUT main()
{
PS_OUTPUT psout;
// Buffer
float r00 = g_tTexbfs.Load(c1);
int r01 = g_tTexbis.Load(c1);
uint r02 = g_tTexbus.Load(c1);
// TODO: other types that can be put in sampler buffers, like float2x2, and float3.
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}
SamplerState g_sSamp : register(s0);
RWTexture1D <float> g_tTex1df1;
RWTexture1D <int> g_tTex1di1;
RWTexture1D <uint> g_tTex1du1;
RWTexture2D <float> g_tTex2df1;
RWTexture2D <int> g_tTex2di1;
RWTexture2D <uint> g_tTex2du1;
RWTexture3D <float> g_tTex3df1;
RWTexture3D <int> g_tTex3di1;
RWTexture3D <uint> g_tTex3du1;
RWTexture1DArray <float> g_tTex1df1a;
RWTexture1DArray <int> g_tTex1di1a;
RWTexture1DArray <uint> g_tTex1du1a;
RWTexture2DArray <float> g_tTex2df1a;
RWTexture2DArray <int> g_tTex2di1a;
RWTexture2DArray <uint> g_tTex2du1a;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
};
uniform int c1;
uniform int2 c2;
uniform int3 c3;
uniform int4 c4;
uniform int o1;
uniform int2 o2;
uniform int3 o3;
uniform int4 o4;
uniform float uf1;
uniform int ui1;
uniform uint uu1;
int Fn1(in int x) { return x; }
uint Fn1(in uint x) { return x; }
float Fn1(in float x) { return x; }
void Fn2(out int x) { x = int(0); }
void Fn2(out uint x) { x = uint(0); }
void Fn2(out float x) { x = float(0); }
float SomeValue() { return c1; }
PS_OUTPUT main()
{
PS_OUTPUT psout;
// 1D
g_tTex1df1[c1];
float r00 = g_tTex1df1[c1];
int r01 = g_tTex1di1[c1];
uint r02 = g_tTex1du1[c1];
// 2D
float r10 = g_tTex2df1[c2];
int r11 = g_tTex2di1[c2];
uint r12 = g_tTex2du1[c2];
// 3D
float r20 = g_tTex3df1[c3];
int r21 = g_tTex3di1[c3];
uint r22 = g_tTex3du1[c3];
float lf1 = uf1;
// Test as L-values
// 1D
g_tTex1df1[c1] = SomeValue(); // complex R-value
g_tTex1df1[c1] = lf1;
g_tTex1di1[c1] = int(2);
g_tTex1du1[c1] = uint(3);
// Test some operator= things, which need to do both a load and a store.
float val1 = (g_tTex1df1[c1] *= 2.0);
g_tTex1df1[c1] -= 3.0;
g_tTex1df1[c1] += 4.0;
g_tTex1di1[c1] /= 2;
g_tTex1di1[c1] %= 2;
g_tTex1di1[c1] &= 0xffff;
g_tTex1di1[c1] |= 0xf0f0;
g_tTex1di1[c1] <<= 2;
g_tTex1di1[c1] >>= 2;
// 2D
g_tTex2df1[c2] = SomeValue(); // complex L-value
g_tTex2df1[c2] = lf1;
g_tTex2di1[c2] = int(5);
g_tTex2du1[c2] = uint(6);
// 3D
g_tTex3df1[c3] = SomeValue(); // complex L-value
g_tTex3df1[c3] = lf1;
g_tTex3di1[c3] = int(8);
g_tTex3du1[c3] = uint(9);
// Test function calling
Fn1(g_tTex1df1[c1]); // in
Fn1(g_tTex1di1[c1]); // in
Fn1(g_tTex1du1[c1]); // in
Fn2(g_tTex1df1[c1]); // out
Fn2(g_tTex1di1[c1]); // out
Fn2(g_tTex1du1[c1]); // out
// Test increment operators
// pre-ops
++g_tTex1df1[c1];
++g_tTex1di1[c1];
++g_tTex1du1[c1];
--g_tTex1df1[c1];
--g_tTex1di1[c1];
--g_tTex1du1[c1];
// post-ops
g_tTex1df1[c1]++;
g_tTex1du1[c1]--;
g_tTex1di1[c1]++;
g_tTex1df1[c1]--;
g_tTex1di1[c1]++;
g_tTex1du1[c1]--;
// read and write
g_tTex1df1[1] = g_tTex2df1[int2(2, 3)];
psout.Color = 1.0;
return psout;
}
SamplerState g_sSamp : register(s0);
RWTexture1D <float2> g_tTex1df2;
RWTexture1D <int2> g_tTex1di2;
RWTexture1D <uint2> g_tTex1du2;
RWTexture2D <float2> g_tTex2df2;
RWTexture2D <int2> g_tTex2di2;
RWTexture2D <uint2> g_tTex2du2;
RWTexture3D <float2> g_tTex3df2;
RWTexture3D <int2> g_tTex3di2;
RWTexture3D <uint2> g_tTex3du2;
RWTexture1DArray <float2> g_tTex1df2a;
RWTexture1DArray <int2> g_tTex1di2a;
RWTexture1DArray <uint2> g_tTex1du2a;
RWTexture2DArray <float2> g_tTex2df2a;
RWTexture2DArray <int2> g_tTex2di2a;
RWTexture2DArray <uint2> g_tTex2du2a;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
};
uniform int c1;
uniform int2 c2;
uniform int3 c3;
uniform int4 c4;
uniform int o1;
uniform int2 o2;
uniform int3 o3;
uniform int4 o4;
uniform float2 uf2;
uniform int2 ui2;
uniform uint2 uu2;
int2 Fn1(in int2 x) { return x; }
uint2 Fn1(in uint2 x) { return x; }
float2 Fn1(in float2 x) { return x; }
void Fn2(out int2 x) { x = int2(0,0); }
void Fn2(out uint2 x) { x = uint2(0,0); }
void Fn2(out float2 x) { x = float2(0,0); }
float2 SomeValue() { return c2; }
PS_OUTPUT main()
{
PS_OUTPUT psout;
// 1D
g_tTex1df2[c1];
float2 r00 = g_tTex1df2[c1];
int2 r01 = g_tTex1di2[c1];
uint2 r02 = g_tTex1du2[c1];
// 2D
float2 r10 = g_tTex2df2[c2];
int2 r11 = g_tTex2di2[c2];
uint2 r12 = g_tTex2du2[c2];
// 3D
float2 r20 = g_tTex3df2[c3];
int2 r21 = g_tTex3di2[c3];
uint2 r22 = g_tTex3du2[c3];
float2 lf2 = uf2;
// Test as L-values
// 1D
g_tTex1df2[c1] = SomeValue(); // complex R-value
g_tTex1df2[c1] = lf2;
g_tTex1di2[c1] = int2(2,2);
g_tTex1du2[c1] = uint2(3,2);
// Test some operator= things, which need to do both a load and a store.
float2 val1 = (g_tTex1df2[c1] *= 2.0);
g_tTex1df2[c1] -= 3.0;
g_tTex1df2[c1] += 4.0;
g_tTex1di2[c1] /= 2;
g_tTex1di2[c1] %= 2;
g_tTex1di2[c1] &= 0xffff;
g_tTex1di2[c1] |= 0xf0f0;
g_tTex1di2[c1] <<= 2;
g_tTex1di2[c1] >>= 2;
// 2D
g_tTex2df2[c2] = SomeValue(); // complex L-value
g_tTex2df2[c2] = lf2;
g_tTex2di2[c2] = int2(5,2);
g_tTex2du2[c2] = uint2(6,2);
// 3D
g_tTex3df2[c3] = SomeValue(); // complex L-value
g_tTex3df2[c3] = lf2;
g_tTex3di2[c3] = int2(8,6);
g_tTex3du2[c3] = uint2(9,2);
// Test function calling
Fn1(g_tTex1df2[c1]); // in
Fn1(g_tTex1di2[c1]); // in
Fn1(g_tTex1du2[c1]); // in
Fn2(g_tTex1df2[c1]); // out
Fn2(g_tTex1di2[c1]); // out
Fn2(g_tTex1du2[c1]); // out
// Test increment operators
// pre-ops
++g_tTex1df2[c1];
++g_tTex1di2[c1];
++g_tTex1du2[c1];
--g_tTex1df2[c1];
--g_tTex1di2[c1];
--g_tTex1du2[c1];
// post-ops
g_tTex1df2[c1]++;
g_tTex1du2[c1]--;
g_tTex1di2[c1]++;
g_tTex1df2[c1]--;
g_tTex1di2[c1]++;
g_tTex1du2[c1]--;
// read and write
g_tTex1df2[1] = g_tTex2df2[int2(2,3)];
psout.Color = 1.0;
return psout;
}
...@@ -823,6 +823,53 @@ public: ...@@ -823,6 +823,53 @@ public:
default: return "none"; default: return "none";
} }
} }
static int getLayoutComponentCount(TLayoutFormat f)
{
switch (f) {
case ElfRgba32f: return 4;
case ElfRgba16f: return 4;
case ElfRg32f: return 2;
case ElfRg16f: return 2;
case ElfR11fG11fB10f: return 3;
case ElfR32f: return 1;
case ElfR16f: return 1;
case ElfRgba16: return 4;
case ElfRgb10A2: return 4;
case ElfRgba8: return 4;
case ElfRg16: return 2;
case ElfRg8: return 2;
case ElfR16: return 1;
case ElfR8: return 1;
case ElfRgba16Snorm: return 4;
case ElfRgba8Snorm: return 4;
case ElfRg16Snorm: return 2;
case ElfRg8Snorm: return 2;
case ElfR16Snorm: return 1;
case ElfR8Snorm: return 1;
case ElfRgba32i: return 4;
case ElfRgba16i: return 4;
case ElfRgba8i: return 4;
case ElfRg32i: return 2;
case ElfRg16i: return 2;
case ElfRg8i: return 2;
case ElfR32i: return 1;
case ElfR16i: return 1;
case ElfR8i: return 1;
case ElfRgba32ui: return 4;
case ElfRgba16ui: return 4;
case ElfRgba8ui: return 4;
case ElfRg32ui: return 2;
case ElfRg16ui: return 2;
case ElfRgb10a2ui: return 4;
case ElfRg8ui: return 2;
case ElfR32ui: return 1;
case ElfR16ui: return 1;
case ElfR8ui: return 1;
default: return 4;
}
}
static const char* getLayoutDepthString(TLayoutDepth d) static const char* getLayoutDepthString(TLayoutDepth d)
{ {
switch (d) { switch (d) {
......
...@@ -134,6 +134,7 @@ INSTANTIATE_TEST_CASE_P( ...@@ -134,6 +134,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.load.basic.dx10.frag", "main"}, {"hlsl.load.basic.dx10.frag", "main"},
{"hlsl.load.basic.dx10.vert", "main"}, {"hlsl.load.basic.dx10.vert", "main"},
{"hlsl.load.buffer.dx10.frag", "main"}, {"hlsl.load.buffer.dx10.frag", "main"},
{"hlsl.load.buffer.float.dx10.frag", "main"},
{"hlsl.load.rwbuffer.dx10.frag", "main"}, {"hlsl.load.rwbuffer.dx10.frag", "main"},
{"hlsl.load.rwtexture.dx10.frag", "main"}, {"hlsl.load.rwtexture.dx10.frag", "main"},
{"hlsl.load.rwtexture.array.dx10.frag", "main"}, {"hlsl.load.rwtexture.array.dx10.frag", "main"},
...@@ -148,6 +149,8 @@ INSTANTIATE_TEST_CASE_P( ...@@ -148,6 +149,8 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.precise.frag", "main"}, {"hlsl.precise.frag", "main"},
{"hlsl.promotions.frag", "main"}, {"hlsl.promotions.frag", "main"},
{"hlsl.rw.bracket.frag", "main"}, {"hlsl.rw.bracket.frag", "main"},
{"hlsl.rw.scalar.bracket.frag", "main"},
{"hlsl.rw.vec2.bracket.frag", "main"},
{"hlsl.sample.array.dx10.frag", "main"}, {"hlsl.sample.array.dx10.frag", "main"},
{"hlsl.sample.basic.dx10.frag", "main"}, {"hlsl.sample.basic.dx10.frag", "main"},
{"hlsl.sample.offset.dx10.frag", "main"}, {"hlsl.sample.offset.dx10.frag", "main"},
......
...@@ -907,11 +907,11 @@ bool HlslGrammar::acceptTextureType(TType& type) ...@@ -907,11 +907,11 @@ bool HlslGrammar::acceptTextureType(TType& type)
return false; return false;
} }
if (txType.getVectorSize() != 1 && txType.getVectorSize() != 4) { // if (txType.getVectorSize() != 1 && txType.getVectorSize() != 4 && !image) {
// TODO: handle vec2/3 types // // TODO: handle vec2/3 types
expected("vector size not yet supported in texture type"); // expected("vector size not yet supported in texture type");
return false; // return false;
} // }
if (ms && acceptTokenClass(EHTokComma)) { if (ms && acceptTokenClass(EHTokComma)) {
// read sample count for multisample types, if given // read sample count for multisample types, if given
...@@ -937,24 +937,14 @@ bool HlslGrammar::acceptTextureType(TType& type) ...@@ -937,24 +937,14 @@ bool HlslGrammar::acceptTextureType(TType& type)
} }
TArraySizes* arraySizes = nullptr; TArraySizes* arraySizes = nullptr;
const bool shadow = !image && (txType.isScalar() || (txType.isVector() && txType.getVectorSize() == 1)); const bool shadow = false; // declared on the sampler
TSampler sampler; TSampler sampler;
TLayoutFormat format = ElfNone; TLayoutFormat format = ElfNone;
// RWBuffer and RWTexture (images) require a TLayoutFormat. We handle only a limit set. // Buffer, RWBuffer and RWTexture (images) require a TLayoutFormat. We handle only a limit set.
if (image) { if (image || dim == EsdBuffer)
if (txType.getVectorSize() != 4) format = parseContext.getLayoutFromTxType(token.loc, txType);
expected("4 component image");
switch (txType.getBasicType()) {
case EbtFloat: format = ElfRgba32f; break;
case EbtInt: format = ElfRgba32i; break;
case EbtUint: format = ElfRgba32ui; break;
default:
expected("unknown basic type in image format");
}
}
// Non-image Buffers are combined // Non-image Buffers are combined
if (dim == EsdBuffer && !image) { if (dim == EsdBuffer && !image) {
......
...@@ -148,6 +148,28 @@ bool HlslParseContext::shouldConvertLValue(const TIntermNode* node) const ...@@ -148,6 +148,28 @@ bool HlslParseContext::shouldConvertLValue(const TIntermNode* node) const
} }
// //
// Return a TLayoutFormat corresponding to the given texture type.
//
TLayoutFormat HlslParseContext::getLayoutFromTxType(const TSourceLoc& loc, const TType& txType)
{
const int components = txType.getVectorSize();
const auto select = [&](TLayoutFormat v1, TLayoutFormat v2, TLayoutFormat v4) {
return components == 1 ? v1 :
components == 2 ? v2 : v4;
};
switch (txType.getBasicType()) {
case EbtFloat: return select(ElfR32f, ElfRg32f, ElfRgba32f);
case EbtInt: return select(ElfR32i, ElfRg32i, ElfRgba32i);
case EbtUint: return select(ElfR32ui, ElfRg32ui, ElfRgba32ui);
default:
error(loc, "unknown basic type in image format", "", "");
return ElfNone;
}
}
//
// Both test and if necessary, spit out an error, to see if the node is really // Both test and if necessary, spit out an error, to see if the node is really
// an l-value that can be operated on this way. // an l-value that can be operated on this way.
// //
...@@ -265,10 +287,14 @@ TIntermTyped* HlslParseContext::handleLvalue(const TSourceLoc& loc, const char* ...@@ -265,10 +287,14 @@ TIntermTyped* HlslParseContext::handleLvalue(const TSourceLoc& loc, const char*
TIntermTyped* coord = lhsAsAggregate->getSequence()[1]->getAsTyped(); TIntermTyped* coord = lhsAsAggregate->getSequence()[1]->getAsTyped();
const TLayoutFormat fmt = object->getType().getQualifier().layoutFormat; const TLayoutFormat fmt = object->getType().getQualifier().layoutFormat;
// We only handle 4 component formats at the moment.
assert(fmt == ElfRgba32f || fmt == ElfRgba32i || fmt == ElfRgba32ui); // We only handle this subset of the possible formats.
const TType objDerefType(object->getType().getSampler().type, EvqTemporary, 4); assert(fmt == ElfRgba32f || fmt == ElfRgba32i || fmt == ElfRgba32ui ||
fmt == ElfRg32f || fmt == ElfRg32i || fmt == ElfRg32ui ||
fmt == ElfR32f || fmt == ElfR32i || fmt == ElfR32ui);
const TType objDerefType(object->getType().getSampler().type, EvqTemporary,
TQualifier::getLayoutComponentCount(fmt));
if (nodeAsBinary) { if (nodeAsBinary) {
TIntermTyped* rhs = nodeAsBinary->getRight(); TIntermTyped* rhs = nodeAsBinary->getRight();
...@@ -578,7 +604,7 @@ TIntermTyped* HlslParseContext::handleBracketOperator(const TSourceLoc& loc, TIn ...@@ -578,7 +604,7 @@ TIntermTyped* HlslParseContext::handleBracketOperator(const TSourceLoc& loc, TIn
if (base->getType().getBasicType() == EbtSampler && !base->isArray()) { if (base->getType().getBasicType() == EbtSampler && !base->isArray()) {
const TSampler& sampler = base->getType().getSampler(); const TSampler& sampler = base->getType().getSampler();
if (sampler.isImage() || sampler.isTexture()) { if (sampler.isImage() || sampler.isTexture()) {
const int vecSize = 4; // TODO: handle arbitrary sizes (get from qualifier) const int vecSize = TQualifier::getLayoutComponentCount(base->getType().getQualifier().layoutFormat);
TIntermAggregate* load = new TIntermAggregate(sampler.isImage() ? EOpImageLoad : EOpTextureFetch); TIntermAggregate* load = new TIntermAggregate(sampler.isImage() ? EOpImageLoad : EOpTextureFetch);
load->setType(TType(sampler.type, EvqTemporary, vecSize)); load->setType(TType(sampler.type, EvqTemporary, vecSize));
...@@ -1781,7 +1807,9 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType ...@@ -1781,7 +1807,9 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
txfetch->getSequence().push_back(argOffset); txfetch->getSequence().push_back(argOffset);
} }
txfetch->setType(node->getType()); int vecSize = TQualifier::getLayoutComponentCount(argTex->getType().getQualifier().layoutFormat);
txfetch->setType(TType(node->getType().getBasicType(), EvqTemporary, vecSize));
txfetch->setLoc(loc); txfetch->setLoc(loc);
node = txfetch; node = txfetch;
......
...@@ -156,6 +156,8 @@ public: ...@@ -156,6 +156,8 @@ public:
TIntermTyped* handleLvalue(const TSourceLoc&, const char* op, TIntermTyped* node); TIntermTyped* handleLvalue(const TSourceLoc&, const char* op, TIntermTyped* node);
bool lValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*) override; bool lValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*) override;
TLayoutFormat getLayoutFromTxType(const TSourceLoc&, const TType&);
protected: protected:
void inheritGlobalDefaults(TQualifier& dst) const; void inheritGlobalDefaults(TQualifier& dst) const;
TVariable* makeInternalVariable(const char* name, const TType&) const; TVariable* makeInternalVariable(const char* name, const TType&) const;
......
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