Commit 510d83b3 by John Kessenich

HLSL: Create test results for the previous commits.

parent 335fc28e
......@@ -4,8 +4,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float)
0:8 Function Parameters:
0:8 'i' (in int)
0:8 'input' (in 3-element array of 4-component vector of float)
0:8 'i' (layout(location=0 ) in int)
0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:? Sequence
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
......@@ -22,29 +22,29 @@ gl_FragCoord origin is upper left
0:10 1 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'a' (global 4-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 direct index (temp 4-component vector of float)
0:10 'input' (in 3-element array of 4-component vector of float)
0:10 'i' (layout(location=0 ) in int)
0:10 direct index (layout(location=1 ) temp 4-component vector of float)
0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:10 Constant:
0:10 2 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'input' (in 3-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 indirect index (layout(location=1 ) temp 4-component vector of float)
0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:10 'i' (layout(location=0 ) in int)
0:10 direct index (temp 4-component vector of float)
0:10 'b' (temp 10-element array of 4-component vector of float)
0:10 Constant:
0:10 5 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'b' (temp 10-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 'i' (layout(location=0 ) in int)
0:10 indirect index (temp 4-component vector of float)
0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m})
0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:10 'i' (in int)
0:10 'i' (layout(location=0 ) in int)
0:10 Constant:
0:10 0 (const int)
0:10 'i' (in int)
0:10 'i' (layout(location=0 ) in int)
0:10 Branch: Return
0:? Linker Objects
0:? 'a' (global 4-element array of 4-component vector of float)
......@@ -59,8 +59,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float)
0:8 Function Parameters:
0:8 'i' (in int)
0:8 'input' (in 3-element array of 4-component vector of float)
0:8 'i' (layout(location=0 ) in int)
0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:? Sequence
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
......@@ -77,29 +77,29 @@ gl_FragCoord origin is upper left
0:10 1 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'a' (global 4-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 direct index (temp 4-component vector of float)
0:10 'input' (in 3-element array of 4-component vector of float)
0:10 'i' (layout(location=0 ) in int)
0:10 direct index (layout(location=1 ) temp 4-component vector of float)
0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:10 Constant:
0:10 2 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'input' (in 3-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 indirect index (layout(location=1 ) temp 4-component vector of float)
0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:10 'i' (layout(location=0 ) in int)
0:10 direct index (temp 4-component vector of float)
0:10 'b' (temp 10-element array of 4-component vector of float)
0:10 Constant:
0:10 5 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'b' (temp 10-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 'i' (layout(location=0 ) in int)
0:10 indirect index (temp 4-component vector of float)
0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m})
0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:10 'i' (in int)
0:10 'i' (layout(location=0 ) in int)
0:10 Constant:
0:10 0 (const int)
0:10 'i' (in int)
0:10 'i' (layout(location=0 ) in int)
0:10 Branch: Return
0:? Linker Objects
0:? 'a' (global 4-element array of 4-component vector of float)
......@@ -123,6 +123,8 @@ gl_FragCoord origin is upper left
Name 54 ""
MemberName 54 0 "m"
Name 58 "s"
Decorate 21(i) Location 0
Decorate 29(input) Location 1
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -4,21 +4,21 @@ gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:8 Function Parameters:
0:8 'a1' (in 4-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 'a3' (in 4-component vector of float)
0:8 'a4' (in 4-component vector of float)
0:8 'a5' (in 4-component vector of float)
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
0:8 'a3' (layout(location=2 ) in 4-component vector of float)
0:8 'a4' (layout(location=3 ) in 4-component vector of float)
0:8 'a5' (layout(location=4 ) in 4-component vector of float)
0:? Sequence
0:9 move second child to first child (temp 4-component vector of float)
0:9 'a1' (in 4-component vector of float)
0:9 'a1' (layout(location=0 ) in 4-component vector of float)
0:9 move second child to first child (temp 4-component vector of float)
0:9 'a2' (in 4-component vector of float)
0:9 'a2' (layout(location=1 ) in 4-component vector of float)
0:9 move second child to first child (temp 4-component vector of float)
0:9 'a3' (in 4-component vector of float)
0:9 'a3' (layout(location=2 ) in 4-component vector of float)
0:9 move second child to first child (temp 4-component vector of float)
0:9 'a4' (in 4-component vector of float)
0:9 'a5' (in 4-component vector of float)
0:9 'a4' (layout(location=3 ) in 4-component vector of float)
0:9 'a5' (layout(location=4 ) in 4-component vector of float)
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
......@@ -26,11 +26,11 @@ gl_FragCoord origin is upper left
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 'a1' (in 4-component vector of float)
0:10 'a2' (in 4-component vector of float)
0:10 'a3' (in 4-component vector of float)
0:10 'a4' (in 4-component vector of float)
0:10 'a5' (in 4-component vector of float)
0:10 'a1' (layout(location=0 ) in 4-component vector of float)
0:10 'a2' (layout(location=1 ) in 4-component vector of float)
0:10 'a3' (layout(location=2 ) in 4-component vector of float)
0:10 'a4' (layout(location=3 ) in 4-component vector of float)
0:10 'a5' (layout(location=4 ) in 4-component vector of float)
0:10 Branch: Return
0:? Linker Objects
......@@ -43,21 +43,21 @@ gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:8 Function Parameters:
0:8 'a1' (in 4-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 'a3' (in 4-component vector of float)
0:8 'a4' (in 4-component vector of float)
0:8 'a5' (in 4-component vector of float)
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
0:8 'a3' (layout(location=2 ) in 4-component vector of float)
0:8 'a4' (layout(location=3 ) in 4-component vector of float)
0:8 'a5' (layout(location=4 ) in 4-component vector of float)
0:? Sequence
0:9 move second child to first child (temp 4-component vector of float)
0:9 'a1' (in 4-component vector of float)
0:9 'a1' (layout(location=0 ) in 4-component vector of float)
0:9 move second child to first child (temp 4-component vector of float)
0:9 'a2' (in 4-component vector of float)
0:9 'a2' (layout(location=1 ) in 4-component vector of float)
0:9 move second child to first child (temp 4-component vector of float)
0:9 'a3' (in 4-component vector of float)
0:9 'a3' (layout(location=2 ) in 4-component vector of float)
0:9 move second child to first child (temp 4-component vector of float)
0:9 'a4' (in 4-component vector of float)
0:9 'a5' (in 4-component vector of float)
0:9 'a4' (layout(location=3 ) in 4-component vector of float)
0:9 'a5' (layout(location=4 ) in 4-component vector of float)
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
......@@ -65,11 +65,11 @@ gl_FragCoord origin is upper left
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 'a1' (in 4-component vector of float)
0:10 'a2' (in 4-component vector of float)
0:10 'a3' (in 4-component vector of float)
0:10 'a4' (in 4-component vector of float)
0:10 'a5' (in 4-component vector of float)
0:10 'a1' (layout(location=0 ) in 4-component vector of float)
0:10 'a2' (layout(location=1 ) in 4-component vector of float)
0:10 'a3' (layout(location=2 ) in 4-component vector of float)
0:10 'a4' (layout(location=3 ) in 4-component vector of float)
0:10 'a5' (layout(location=4 ) in 4-component vector of float)
0:10 Branch: Return
0:? Linker Objects
......@@ -89,6 +89,11 @@ gl_FragCoord origin is upper left
Name 12 "a4"
Name 13 "a5"
Name 16 "@entryPointOutput"
Decorate 9(a1) Location 0
Decorate 10(a2) Location 1
Decorate 11(a3) Location 2
Decorate 12(a4) Location 3
Decorate 13(a5) Location 4
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -4,7 +4,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:11 Test condition and select (temp void)
0:11 Condition
......@@ -22,7 +22,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:11 Test condition and select (temp void)
0:11 Condition
......
......@@ -4,7 +4,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:26 Function Parameters:
0:26 'input' (in 4-component vector of float)
0:26 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:27 Sequence
0:27 move second child to first child (temp 4-component vector of float)
......@@ -13,7 +13,7 @@ gl_FragCoord origin is upper left
0:27 add (temp 4-component vector of float)
0:27 add (temp 4-component vector of float)
0:27 add (temp 4-component vector of float)
0:27 'input' (in 4-component vector of float)
0:27 'input' (layout(location=0 ) in 4-component vector of float)
0:27 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
0:27 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
0:27 Constant:
......@@ -46,7 +46,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:26 Function Parameters:
0:26 'input' (in 4-component vector of float)
0:26 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:27 Sequence
0:27 move second child to first child (temp 4-component vector of float)
......@@ -55,7 +55,7 @@ gl_FragCoord origin is upper left
0:27 add (temp 4-component vector of float)
0:27 add (temp 4-component vector of float)
0:27 add (temp 4-component vector of float)
0:27 'input' (in 4-component vector of float)
0:27 'input' (layout(location=0 ) in 4-component vector of float)
0:27 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
0:27 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
0:27 Constant:
......@@ -111,6 +111,7 @@ gl_FragCoord origin is upper left
MemberName 34 6 "f6"
MemberName 34 7 "f7"
Name 36 ""
Decorate 11(input) Location 0
MemberDecorate 13 0 Offset 0
Decorate 13 Block
Decorate 15 DescriptorSet 0
......
......@@ -2,7 +2,7 @@ hlsl.calculatelod.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......@@ -123,8 +123,8 @@ gl_FragCoord origin is upper left
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
......@@ -134,15 +134,15 @@ gl_FragCoord origin is upper left
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float FragDepth)
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Sequence
0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -164,7 +164,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......@@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
......@@ -296,15 +296,15 @@ gl_FragCoord origin is upper left
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float FragDepth)
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Sequence
0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -369,6 +369,7 @@ gl_FragCoord origin is upper left
Decorate 93(g_tTexcdf4a) DescriptorSet 0
Decorate 106(g_tTexcdi4a) DescriptorSet 0
Decorate 118(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 131(PS_OUTPUT) 0 Location 0
MemberDecorate 131(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 144(g_tTex1df4) DescriptorSet 0
Decorate 144(g_tTex1df4) Binding 0
......
......@@ -14,7 +14,7 @@ ERROR: 9 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......@@ -135,8 +135,8 @@ ERROR: node is still EOpNull!
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
......@@ -146,15 +146,15 @@ ERROR: node is still EOpNull!
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float FragDepth)
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Sequence
0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -176,7 +176,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......@@ -297,8 +297,8 @@ ERROR: node is still EOpNull!
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
......@@ -308,15 +308,15 @@ ERROR: node is still EOpNull!
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float FragDepth)
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Sequence
0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......
......@@ -4,7 +4,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp 4-component vector of float)
......@@ -12,10 +12,10 @@ gl_FragCoord origin is upper left
0:3 add (temp 4-component vector of float)
0:3 add (temp 4-component vector of float)
0:3 Construct vec4 (temp 4-component vector of float)
0:3 'input' (in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Convert int to float (temp 4-component vector of float)
0:3 Convert float to int (temp 4-component vector of int)
0:3 'input' (in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Constant:
0:3 1.198000
0:3 1.198000
......@@ -33,7 +33,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp 4-component vector of float)
......@@ -41,10 +41,10 @@ gl_FragCoord origin is upper left
0:3 add (temp 4-component vector of float)
0:3 add (temp 4-component vector of float)
0:3 Construct vec4 (temp 4-component vector of float)
0:3 'input' (in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Convert int to float (temp 4-component vector of float)
0:3 Convert float to int (temp 4-component vector of int)
0:3 'input' (in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Constant:
0:3 1.198000
0:3 1.198000
......@@ -65,6 +65,7 @@ gl_FragCoord origin is upper left
Name 4 "PixelShaderFunction"
Name 9 "@entryPointOutput"
Name 11 "input"
Decorate 11(input) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -4,7 +4,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp int)
......@@ -35,19 +35,19 @@ gl_FragCoord origin is upper left
0:7 vector-scale (temp 4-component vector of float)
0:7 Convert int to float (temp float)
0:7 'a' (temp int)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:8 vector-scale (temp 4-component vector of float)
0:8 Convert int to float (temp float)
0:8 'b' (temp int)
0:8 'input' (in 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:9 vector-scale (temp 4-component vector of float)
0:9 Convert int to float (temp float)
0:9 'c' (temp int)
0:9 'input' (in 4-component vector of float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:10 vector-scale (temp 4-component vector of float)
0:10 Convert int to float (temp float)
0:10 'd' (temp int)
0:10 'input' (in 4-component vector of float)
0:10 'input' (layout(location=0 ) in 4-component vector of float)
0:12 Comma (temp int)
0:12 move second child to first child (temp int)
0:12 'e' (temp int)
......@@ -85,19 +85,19 @@ gl_FragCoord origin is upper left
0:14 Constant:
0:14 0 (const int)
0:14 direct index (temp float)
0:14 'input' (in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 true case
0:14 vector-scale (temp 4-component vector of float)
0:14 Convert int to float (temp float)
0:14 'c' (temp int)
0:14 'input' (in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 false case
0:14 vector-scale (temp 4-component vector of float)
0:14 Convert int to float (temp float)
0:14 'd' (temp int)
0:14 'input' (in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:15 Sequence
0:15 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
......@@ -119,7 +119,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp int)
......@@ -150,19 +150,19 @@ gl_FragCoord origin is upper left
0:7 vector-scale (temp 4-component vector of float)
0:7 Convert int to float (temp float)
0:7 'a' (temp int)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:8 vector-scale (temp 4-component vector of float)
0:8 Convert int to float (temp float)
0:8 'b' (temp int)
0:8 'input' (in 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:9 vector-scale (temp 4-component vector of float)
0:9 Convert int to float (temp float)
0:9 'c' (temp int)
0:9 'input' (in 4-component vector of float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:10 vector-scale (temp 4-component vector of float)
0:10 Convert int to float (temp float)
0:10 'd' (temp int)
0:10 'input' (in 4-component vector of float)
0:10 'input' (layout(location=0 ) in 4-component vector of float)
0:12 Comma (temp int)
0:12 move second child to first child (temp int)
0:12 'e' (temp int)
......@@ -200,19 +200,19 @@ gl_FragCoord origin is upper left
0:14 Constant:
0:14 0 (const int)
0:14 direct index (temp float)
0:14 'input' (in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 true case
0:14 vector-scale (temp 4-component vector of float)
0:14 Convert int to float (temp float)
0:14 'c' (temp int)
0:14 'input' (in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 false case
0:14 vector-scale (temp 4-component vector of float)
0:14 Convert int to float (temp float)
0:14 'd' (temp int)
0:14 'input' (in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:15 Sequence
0:15 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
......@@ -244,6 +244,7 @@ gl_FragCoord origin is upper left
Name 40 "e"
Name 57 "f"
Name 83 "@entryPointOutput"
Decorate 22(input) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
......
......@@ -2,7 +2,7 @@ hlsl.constructexpr.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:18 Function Definition: main( (global structure{temp 4-component vector of float color})
0:18 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color})
0:4 Function Parameters:
0:? Sequence
0:6 Constant:
......@@ -25,8 +25,8 @@ gl_FragCoord origin is upper left
0:? 11.000000
0:? 12.000000
0:15 move second child to first child (temp 4-component vector of float)
0:15 color: direct index for structure (temp 4-component vector of float)
0:15 'ps_output' (temp structure{temp 4-component vector of float color})
0:15 color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:15 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:15 Constant:
......@@ -35,9 +35,9 @@ gl_FragCoord origin is upper left
0:15 1.000000
0:15 1.000000
0:16 Sequence
0:16 move second child to first child (temp structure{temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float color})
0:16 'ps_output' (temp structure{temp 4-component vector of float color})
0:16 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color})
0:16 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:16 Branch: Return
0:? Linker Objects
......@@ -48,7 +48,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:18 Function Definition: main( (global structure{temp 4-component vector of float color})
0:18 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color})
0:4 Function Parameters:
0:? Sequence
0:6 Constant:
......@@ -71,8 +71,8 @@ gl_FragCoord origin is upper left
0:? 11.000000
0:? 12.000000
0:15 move second child to first child (temp 4-component vector of float)
0:15 color: direct index for structure (temp 4-component vector of float)
0:15 'ps_output' (temp structure{temp 4-component vector of float color})
0:15 color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:15 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:15 Constant:
......@@ -81,9 +81,9 @@ gl_FragCoord origin is upper left
0:15 1.000000
0:15 1.000000
0:16 Sequence
0:16 move second child to first child (temp structure{temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float color})
0:16 'ps_output' (temp structure{temp 4-component vector of float color})
0:16 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color})
0:16 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:16 Branch: Return
0:? Linker Objects
......@@ -101,6 +101,7 @@ gl_FragCoord origin is upper left
MemberName 22(PS_OUTPUT) 0 "color"
Name 24 "ps_output"
Name 31 "@entryPointOutput"
MemberDecorate 22(PS_OUTPUT) 0 Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
......
......@@ -16,17 +16,17 @@ gl_FragCoord origin is upper left
0:4 Branch: Kill
0:15 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:8 Function Parameters:
0:8 'input' (in 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:9 Function Call: foo(f1; (global void)
0:9 direct index (temp float)
0:9 'input' (in 4-component vector of float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
0:9 2 (const int)
0:10 Test condition and select (temp void)
0:10 Condition
0:10 direct index (temp float)
0:10 'input' (in 4-component vector of float)
0:10 'input' (layout(location=0 ) in 4-component vector of float)
0:10 Constant:
0:10 0 (const int)
0:10 true case
......@@ -35,7 +35,7 @@ gl_FragCoord origin is upper left
0:12 move second child to first child (temp float)
0:12 'f' (temp float)
0:12 direct index (temp float)
0:12 'input' (in 4-component vector of float)
0:12 'input' (layout(location=0 ) in 4-component vector of float)
0:12 Constant:
0:12 0 (const int)
0:13 Branch: Kill
......@@ -62,17 +62,17 @@ gl_FragCoord origin is upper left
0:4 Branch: Kill
0:15 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:8 Function Parameters:
0:8 'input' (in 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:9 Function Call: foo(f1; (global void)
0:9 direct index (temp float)
0:9 'input' (in 4-component vector of float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
0:9 2 (const int)
0:10 Test condition and select (temp void)
0:10 Condition
0:10 direct index (temp float)
0:10 'input' (in 4-component vector of float)
0:10 'input' (layout(location=0 ) in 4-component vector of float)
0:10 Constant:
0:10 0 (const int)
0:10 true case
......@@ -81,7 +81,7 @@ gl_FragCoord origin is upper left
0:12 move second child to first child (temp float)
0:12 'f' (temp float)
0:12 direct index (temp float)
0:12 'input' (in 4-component vector of float)
0:12 'input' (layout(location=0 ) in 4-component vector of float)
0:12 Constant:
0:12 0 (const int)
0:13 Branch: Kill
......@@ -102,6 +102,7 @@ gl_FragCoord origin is upper left
Name 21 "input"
Name 22 "param"
Name 35 "f"
Decorate 21(input) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -4,7 +4,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:3 Loop with condition not tested first
0:3 Loop Condition
......@@ -19,13 +19,13 @@ gl_FragCoord origin is upper left
0:5 Loop with condition not tested first
0:5 Loop Condition
0:5 Compare Equal (temp bool)
0:5 'input' (in 4-component vector of float)
0:5 'input' (in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Loop Body
0:5 Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:5 'input' (in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Branch: Return
0:? Linker Objects
......@@ -38,7 +38,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:3 Loop with condition not tested first
0:3 Loop Condition
......@@ -53,13 +53,13 @@ gl_FragCoord origin is upper left
0:5 Loop with condition not tested first
0:5 Loop Condition
0:5 Compare Equal (temp bool)
0:5 'input' (in 4-component vector of float)
0:5 'input' (in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Loop Body
0:5 Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:5 'input' (in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Branch: Return
0:? Linker Objects
......@@ -75,6 +75,7 @@ gl_FragCoord origin is upper left
Name 4 "PixelShaderFunction"
Name 23 "@entryPointOutput"
Name 25 "input"
Decorate 25(input) Location 0
2: TypeVoid
3: TypeFunction 2
10: TypeBool
......
......@@ -4,13 +4,13 @@ gl_FragCoord origin is upper left
0:? Sequence
0:13 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21; (global 4-component vector of float)
0:7 Function Parameters:
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'out1' (out 4-component vector of float)
0:7 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:? Sequence
0:8 move second child to first child (temp 4-component vector of float)
0:8 'out1' (out 4-component vector of float)
0:8 'input' (in 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:9 move second child to first child (temp 2-component vector of float)
0:9 v: direct index for structure (temp 2-component vector of float)
0:9 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
......@@ -43,13 +43,13 @@ gl_FragCoord origin is upper left
0:? Sequence
0:13 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21; (global 4-component vector of float)
0:7 Function Parameters:
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'out1' (out 4-component vector of float)
0:7 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
0:? Sequence
0:8 move second child to first child (temp 4-component vector of float)
0:8 'out1' (out 4-component vector of float)
0:8 'input' (in 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:9 move second child to first child (temp 2-component vector of float)
0:9 v: direct index for structure (temp 2-component vector of float)
0:9 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i})
......@@ -90,6 +90,7 @@ gl_FragCoord origin is upper left
MemberName 16(OutParam) 1 "i"
Name 18 "out2"
Name 29 "@entryPointOutput"
Decorate 11(input) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -26,7 +26,7 @@ gl_FragCoord origin is upper left
0:? 'ff1' (global bool Face)
0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float FragCoord)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
Linked fragment stage:
......@@ -56,7 +56,7 @@ gl_FragCoord origin is upper left
0:? 'ff1' (global bool Face)
0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float FragCoord)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
......@@ -81,7 +81,6 @@ gl_FragCoord origin is upper left
Decorate 28(ff3) Binding 0
Decorate 29(ff4) Offset 4
Decorate 29(ff4) Binding 1
Decorate 29(ff4) BuiltIn FragCoord
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -4,7 +4,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:? Sequence
0:3 Loop with condition tested first
......@@ -12,7 +12,7 @@ gl_FragCoord origin is upper left
0:3 No loop body
0:4 Sequence
0:4 Pre-Increment (temp 4-component vector of float)
0:4 'input' (in 4-component vector of float)
0:4 'input' (layout(location=0 ) in 4-component vector of float)
0:4 Loop with condition tested first
0:4 No loop condition
0:4 No loop body
......@@ -20,42 +20,42 @@ gl_FragCoord origin is upper left
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 Compare Not Equal (temp bool)
0:5 'input' (in 4-component vector of float)
0:5 'input' (in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 No loop body
0:? Sequence
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 Compare Not Equal (temp bool)
0:6 'input' (in 4-component vector of float)
0:6 'input' (in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Loop Body
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:6 Negate value (temp 4-component vector of float)
0:6 'input' (in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Branch: Return
0:7 Sequence
0:7 Pre-Decrement (temp 4-component vector of float)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 Compare Not Equal (temp bool)
0:7 'input' (in 4-component vector of float)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop Body
0:? Sequence
0:7 Sequence
0:7 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:7 Negate value (temp 4-component vector of float)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Branch: Return
0:7 Loop Terminal Expression
0:7 add second child into first child (temp 4-component vector of float)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Constant:
0:7 2.000000
0:? Sequence
......@@ -66,7 +66,7 @@ gl_FragCoord origin is upper left
0:8 Condition
0:8 Compare Greater Than (temp bool)
0:8 direct index (temp float)
0:8 'input' (in 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
......@@ -81,7 +81,7 @@ gl_FragCoord origin is upper left
0:9 Condition
0:9 Compare Greater Than (temp bool)
0:9 direct index (temp float)
0:9 'input' (in 4-component vector of float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
......@@ -124,7 +124,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:? Sequence
0:3 Loop with condition tested first
......@@ -132,7 +132,7 @@ gl_FragCoord origin is upper left
0:3 No loop body
0:4 Sequence
0:4 Pre-Increment (temp 4-component vector of float)
0:4 'input' (in 4-component vector of float)
0:4 'input' (layout(location=0 ) in 4-component vector of float)
0:4 Loop with condition tested first
0:4 No loop condition
0:4 No loop body
......@@ -140,42 +140,42 @@ gl_FragCoord origin is upper left
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 Compare Not Equal (temp bool)
0:5 'input' (in 4-component vector of float)
0:5 'input' (in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 No loop body
0:? Sequence
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 Compare Not Equal (temp bool)
0:6 'input' (in 4-component vector of float)
0:6 'input' (in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Loop Body
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:6 Negate value (temp 4-component vector of float)
0:6 'input' (in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Branch: Return
0:7 Sequence
0:7 Pre-Decrement (temp 4-component vector of float)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 Compare Not Equal (temp bool)
0:7 'input' (in 4-component vector of float)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop Body
0:? Sequence
0:7 Sequence
0:7 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:7 Negate value (temp 4-component vector of float)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Branch: Return
0:7 Loop Terminal Expression
0:7 add second child into first child (temp 4-component vector of float)
0:7 'input' (in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Constant:
0:7 2.000000
0:? Sequence
......@@ -186,7 +186,7 @@ gl_FragCoord origin is upper left
0:8 Condition
0:8 Compare Greater Than (temp bool)
0:8 direct index (temp float)
0:8 'input' (in 4-component vector of float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
......@@ -201,7 +201,7 @@ gl_FragCoord origin is upper left
0:9 Condition
0:9 Compare Greater Than (temp bool)
0:9 direct index (temp float)
0:9 'input' (in 4-component vector of float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
......@@ -249,6 +249,7 @@ gl_FragCoord origin is upper left
Name 43 "@entryPointOutput"
Name 91 "ii"
Name 111 "ii"
Decorate 13(input) Location 0
2: TypeVoid
3: TypeFunction 2
10: TypeFloat 32
......
......@@ -2,7 +2,7 @@ hlsl.gather.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:29 Sequence
......@@ -75,8 +75,8 @@ gl_FragCoord origin is upper left
0:? 0.900000
0:? 1.000000
0:39 move second child to first child (temp 4-component vector of float)
0:39 Color: direct index for structure (temp 4-component vector of float)
0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
......@@ -86,15 +86,15 @@ gl_FragCoord origin is upper left
0:39 1.000000
0:40 move second child to first child (temp float)
0:40 Depth: direct index for structure (temp float FragDepth)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Sequence
0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -116,7 +116,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:29 Sequence
......@@ -189,8 +189,8 @@ gl_FragCoord origin is upper left
0:? 0.900000
0:? 1.000000
0:39 move second child to first child (temp 4-component vector of float)
0:39 Color: direct index for structure (temp 4-component vector of float)
0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
......@@ -200,15 +200,15 @@ gl_FragCoord origin is upper left
0:39 1.000000
0:40 move second child to first child (temp float)
0:40 Depth: direct index for structure (temp float FragDepth)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Sequence
0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -265,6 +265,7 @@ gl_FragCoord origin is upper left
Decorate 60(g_tTexcdf4a) DescriptorSet 0
Decorate 70(g_tTexcdi4a) DescriptorSet 0
Decorate 80(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 90(PS_OUTPUT) 0 Location 0
MemberDecorate 90(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 104(g_tTex1df4a) DescriptorSet 0
Decorate 104(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.gather.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:49 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:49 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:29 Function Parameters:
0:? Sequence
0:34 Sequence
......@@ -69,8 +69,8 @@ gl_FragCoord origin is upper left
0:? 0.800000
0:? 0.900000
0:44 move second child to first child (temp 4-component vector of float)
0:44 Color: direct index for structure (temp 4-component vector of float)
0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:44 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Constant:
0:44 0 (const int)
0:44 Constant:
......@@ -80,15 +80,15 @@ gl_FragCoord origin is upper left
0:44 1.000000
0:45 move second child to first child (temp float)
0:45 Depth: direct index for structure (temp float FragDepth)
0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Constant:
0:45 1 (const int)
0:45 Constant:
0:45 1.000000
0:47 Sequence
0:47 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -114,7 +114,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:49 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:49 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:29 Function Parameters:
0:? Sequence
0:34 Sequence
......@@ -181,8 +181,8 @@ gl_FragCoord origin is upper left
0:? 0.800000
0:? 0.900000
0:44 move second child to first child (temp 4-component vector of float)
0:44 Color: direct index for structure (temp 4-component vector of float)
0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:44 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Constant:
0:44 0 (const int)
0:44 Constant:
......@@ -192,15 +192,15 @@ gl_FragCoord origin is upper left
0:44 1.000000
0:45 move second child to first child (temp float)
0:45 Depth: direct index for structure (temp float FragDepth)
0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Constant:
0:45 1 (const int)
0:45 Constant:
0:45 1.000000
0:47 Sequence
0:47 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -264,6 +264,7 @@ gl_FragCoord origin is upper left
Decorate 59(g_tTexcdf4) DescriptorSet 0
Decorate 70(g_tTexcdi4) DescriptorSet 0
Decorate 80(g_tTexcdu4) DescriptorSet 0
MemberDecorate 90(PS_OUTPUT) 0 Location 0
MemberDecorate 90(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 103(g_sSamp2d) DescriptorSet 0
Decorate 106(g_tTex1df4a) DescriptorSet 0
......
hlsl.gather.basic.dx10.vert
Shader version: 450
0:? Sequence
0:47 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
0:47 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......@@ -68,8 +68,8 @@ Shader version: 450
0:? 0.800000
0:? 0.900000
0:43 move second child to first child (temp 4-component vector of float)
0:43 Pos: direct index for structure (temp 4-component vector of float FragCoord)
0:43 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:43 Pos: direct index for structure (temp 4-component vector of float Position)
0:43 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:43 Constant:
0:43 0 (const int)
0:? Constant:
......@@ -78,9 +78,9 @@ Shader version: 450
0:? 0.000000
0:? 0.000000
0:45 Sequence
0:45 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
0:45 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:45 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:45 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:45 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -105,7 +105,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:47 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
0:47 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......@@ -172,8 +172,8 @@ Shader version: 450
0:? 0.800000
0:? 0.900000
0:43 move second child to first child (temp 4-component vector of float)
0:43 Pos: direct index for structure (temp 4-component vector of float FragCoord)
0:43 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:43 Pos: direct index for structure (temp 4-component vector of float Position)
0:43 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:43 Constant:
0:43 0 (const int)
0:? Constant:
......@@ -182,9 +182,9 @@ Shader version: 450
0:? 0.000000
0:? 0.000000
0:45 Sequence
0:45 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
0:45 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:45 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:45 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:45 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -246,7 +246,7 @@ Shader version: 450
Decorate 59(g_tTexcdf4) DescriptorSet 0
Decorate 70(g_tTexcdi4) DescriptorSet 0
Decorate 80(g_tTexcdu4) DescriptorSet 0
MemberDecorate 90(VS_OUTPUT) 0 BuiltIn FragCoord
MemberDecorate 90(VS_OUTPUT) 0 BuiltIn Position
Decorate 100(g_sSamp2d) DescriptorSet 0
Decorate 103(g_tTex1df4a) DescriptorSet 0
Decorate 103(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.gather.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......@@ -45,8 +45,8 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? -1 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
......@@ -56,15 +56,15 @@ gl_FragCoord origin is upper left
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float FragDepth)
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Sequence
0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -89,7 +89,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......@@ -132,8 +132,8 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? -1 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
......@@ -143,15 +143,15 @@ gl_FragCoord origin is upper left
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float FragDepth)
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Sequence
0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -207,6 +207,7 @@ gl_FragCoord origin is upper left
Decorate 16(g_sSamp) Binding 0
Decorate 35(g_tTex2di4) DescriptorSet 0
Decorate 51(g_tTex2du4) DescriptorSet 0
MemberDecorate 62(PS_OUTPUT) 0 Location 0
MemberDecorate 62(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 76(g_tTex1df4a) DescriptorSet 0
Decorate 76(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.gather.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:37 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
......@@ -48,8 +48,8 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? -1 (const int)
0:32 move second child to first child (temp 4-component vector of float)
0:32 Color: direct index for structure (temp 4-component vector of float)
0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:32 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:32 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
......@@ -59,15 +59,15 @@ gl_FragCoord origin is upper left
0:32 1.000000
0:33 move second child to first child (temp float)
0:33 Depth: direct index for structure (temp float FragDepth)
0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Sequence
0:35 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -86,7 +86,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:37 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
......@@ -132,8 +132,8 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? -1 (const int)
0:32 move second child to first child (temp 4-component vector of float)
0:32 Color: direct index for structure (temp 4-component vector of float)
0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:32 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:32 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
......@@ -143,15 +143,15 @@ gl_FragCoord origin is upper left
0:32 1.000000
0:33 move second child to first child (temp float)
0:33 Depth: direct index for structure (temp float FragDepth)
0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Sequence
0:35 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -195,6 +195,7 @@ gl_FragCoord origin is upper left
Decorate 16(g_sSamp) Binding 0
Decorate 36(g_tTex2di4) DescriptorSet 0
Decorate 51(g_tTex2du4) DescriptorSet 0
MemberDecorate 63(PS_OUTPUT) 0 Location 0
MemberDecorate 63(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 77(g_tTex1df4a) DescriptorSet 0
Decorate 77(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.gatherRGBA.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:72 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......@@ -246,8 +246,8 @@ gl_FragCoord origin is upper left
0:65 Constant:
0:65 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
0:67 Color: direct index for structure (temp 4-component vector of float)
0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:67 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:67 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:67 Constant:
0:67 0 (const int)
0:67 Constant:
......@@ -257,15 +257,15 @@ gl_FragCoord origin is upper left
0:67 1.000000
0:68 move second child to first child (temp float)
0:68 Depth: direct index for structure (temp float FragDepth)
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 1.000000
0:70 Sequence
0:70 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -291,7 +291,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:72 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......@@ -535,8 +535,8 @@ gl_FragCoord origin is upper left
0:65 Constant:
0:65 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
0:67 Color: direct index for structure (temp 4-component vector of float)
0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:67 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:67 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:67 Constant:
0:67 0 (const int)
0:67 Constant:
......@@ -546,15 +546,15 @@ gl_FragCoord origin is upper left
0:67 1.000000
0:68 move second child to first child (temp float)
0:68 Depth: direct index for structure (temp float FragDepth)
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 1.000000
0:70 Sequence
0:70 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -637,6 +637,7 @@ gl_FragCoord origin is upper left
Decorate 112(g_tTexcdf4a) DescriptorSet 0
Decorate 124(g_tTexcdi4a) DescriptorSet 0
Decorate 134(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 195(PS_OUTPUT) 0 Location 0
MemberDecorate 195(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 207(g_sSamp2d) DescriptorSet 0
Decorate 210(g_tTex1df4a) DescriptorSet 0
......
......@@ -2,7 +2,7 @@ hlsl.gatherRGBA.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:78 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:78 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 Function Parameters:
0:? Sequence
0:39 Sequence
......@@ -246,8 +246,8 @@ gl_FragCoord origin is upper left
0:71 Constant:
0:71 3 (const int)
0:73 move second child to first child (temp 4-component vector of float)
0:73 Color: direct index for structure (temp 4-component vector of float)
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Constant:
0:73 0 (const int)
0:73 Constant:
......@@ -257,15 +257,15 @@ gl_FragCoord origin is upper left
0:73 1.000000
0:74 move second child to first child (temp float)
0:74 Depth: direct index for structure (temp float FragDepth)
0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:74 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:74 Constant:
0:74 1 (const int)
0:74 Constant:
0:74 1.000000
0:76 Sequence
0:76 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:76 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:76 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:76 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -295,7 +295,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:78 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:78 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 Function Parameters:
0:? Sequence
0:39 Sequence
......@@ -539,8 +539,8 @@ gl_FragCoord origin is upper left
0:71 Constant:
0:71 3 (const int)
0:73 move second child to first child (temp 4-component vector of float)
0:73 Color: direct index for structure (temp 4-component vector of float)
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Constant:
0:73 0 (const int)
0:73 Constant:
......@@ -550,15 +550,15 @@ gl_FragCoord origin is upper left
0:73 1.000000
0:74 move second child to first child (temp float)
0:74 Depth: direct index for structure (temp float FragDepth)
0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:74 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:74 Constant:
0:74 1 (const int)
0:74 Constant:
0:74 1.000000
0:76 Sequence
0:76 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:76 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:76 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:76 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -648,6 +648,7 @@ gl_FragCoord origin is upper left
Decorate 112(g_tTexcdf4) DescriptorSet 0
Decorate 125(g_tTexcdi4) DescriptorSet 0
Decorate 135(g_tTexcdu4) DescriptorSet 0
MemberDecorate 196(PS_OUTPUT) 0 Location 0
MemberDecorate 196(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 208(g_sSamp2d) DescriptorSet 0
Decorate 211(g_tTex1df4a) DescriptorSet 0
......
......@@ -2,7 +2,7 @@ hlsl.gatherRGBA.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:117 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:117 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Function Parameters:
0:? Sequence
0:46 Sequence
......@@ -318,8 +318,8 @@ gl_FragCoord origin is upper left
0:100 Constant:
0:100 3 (const int)
0:112 move second child to first child (temp 4-component vector of float)
0:112 Color: direct index for structure (temp 4-component vector of float)
0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:112 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:112 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:112 Constant:
0:112 0 (const int)
0:112 Constant:
......@@ -329,15 +329,15 @@ gl_FragCoord origin is upper left
0:112 1.000000
0:113 move second child to first child (temp float)
0:113 Depth: direct index for structure (temp float FragDepth)
0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:113 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:113 Constant:
0:113 1 (const int)
0:113 Constant:
0:113 1.000000
0:115 Sequence
0:115 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:115 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:115 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:115 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -371,7 +371,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:117 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:117 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Function Parameters:
0:? Sequence
0:46 Sequence
......@@ -687,8 +687,8 @@ gl_FragCoord origin is upper left
0:100 Constant:
0:100 3 (const int)
0:112 move second child to first child (temp 4-component vector of float)
0:112 Color: direct index for structure (temp 4-component vector of float)
0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:112 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:112 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:112 Constant:
0:112 0 (const int)
0:112 Constant:
......@@ -698,15 +698,15 @@ gl_FragCoord origin is upper left
0:112 1.000000
0:113 move second child to first child (temp float)
0:113 Depth: direct index for structure (temp float FragDepth)
0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:113 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:113 Constant:
0:113 1 (const int)
0:113 Constant:
0:113 1.000000
0:115 Sequence
0:115 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:115 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:115 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:115 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -802,6 +802,7 @@ gl_FragCoord origin is upper left
Decorate 16(g_sSamp) Binding 0
Decorate 36(g_tTex2di4) DescriptorSet 0
Decorate 50(g_tTex2du4) DescriptorSet 0
MemberDecorate 258(PS_OUTPUT) 0 Location 0
MemberDecorate 258(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 270(g_sSamp2d) DescriptorSet 0
Decorate 273(g_tTex1df4a) DescriptorSet 0
......
......@@ -2,7 +2,7 @@ hlsl.gatherRGBA.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:111 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:111 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Function Parameters:
0:? Sequence
0:40 Sequence
......@@ -318,8 +318,8 @@ gl_FragCoord origin is upper left
0:94 Constant:
0:94 3 (const int)
0:106 move second child to first child (temp 4-component vector of float)
0:106 Color: direct index for structure (temp 4-component vector of float)
0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:106 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:106 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:106 Constant:
0:106 0 (const int)
0:106 Constant:
......@@ -329,15 +329,15 @@ gl_FragCoord origin is upper left
0:106 1.000000
0:107 move second child to first child (temp float)
0:107 Depth: direct index for structure (temp float FragDepth)
0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:107 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:107 Constant:
0:107 1 (const int)
0:107 Constant:
0:107 1.000000
0:109 Sequence
0:109 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:109 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:109 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:109 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -367,7 +367,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:111 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:111 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Function Parameters:
0:? Sequence
0:40 Sequence
......@@ -683,8 +683,8 @@ gl_FragCoord origin is upper left
0:94 Constant:
0:94 3 (const int)
0:106 move second child to first child (temp 4-component vector of float)
0:106 Color: direct index for structure (temp 4-component vector of float)
0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:106 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:106 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:106 Constant:
0:106 0 (const int)
0:106 Constant:
......@@ -694,15 +694,15 @@ gl_FragCoord origin is upper left
0:106 1.000000
0:107 move second child to first child (temp float)
0:107 Depth: direct index for structure (temp float FragDepth)
0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:107 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:107 Constant:
0:107 1 (const int)
0:107 Constant:
0:107 1.000000
0:109 Sequence
0:109 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:109 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:109 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:109 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -791,6 +791,7 @@ gl_FragCoord origin is upper left
Decorate 16(g_sSamp) Binding 0
Decorate 36(g_tTex2di4a) DescriptorSet 0
Decorate 50(g_tTex2du4a) DescriptorSet 0
MemberDecorate 258(PS_OUTPUT) 0 Location 0
MemberDecorate 258(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 270(g_sSamp2d) DescriptorSet 0
Decorate 273(g_tTex1df4a) DescriptorSet 0
......
......@@ -2,7 +2,7 @@ hlsl.getdimensions.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:281 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:281 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Function Parameters:
0:? Sequence
0:65 Sequence
......@@ -1044,8 +1044,8 @@ gl_FragCoord origin is upper left
0:164 imageQuerySamples (temp uint)
0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:276 move second child to first child (temp 4-component vector of float)
0:276 Color: direct index for structure (temp 4-component vector of float)
0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:276 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:276 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:276 Constant:
0:276 0 (const int)
0:276 Constant:
......@@ -1055,15 +1055,15 @@ gl_FragCoord origin is upper left
0:276 1.000000
0:277 move second child to first child (temp float)
0:277 Depth: direct index for structure (temp float FragDepth)
0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:277 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:277 Constant:
0:277 1 (const int)
0:277 Constant:
0:277 1.000000
0:279 Sequence
0:279 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -1102,7 +1102,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:281 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:281 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Function Parameters:
0:? Sequence
0:65 Sequence
......@@ -2144,8 +2144,8 @@ gl_FragCoord origin is upper left
0:164 imageQuerySamples (temp uint)
0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:276 move second child to first child (temp 4-component vector of float)
0:276 Color: direct index for structure (temp 4-component vector of float)
0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:276 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:276 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:276 Constant:
0:276 0 (const int)
0:276 Constant:
......@@ -2155,15 +2155,15 @@ gl_FragCoord origin is upper left
0:276 1.000000
0:277 move second child to first child (temp float)
0:277 Depth: direct index for structure (temp float FragDepth)
0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:277 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:277 Constant:
0:277 1 (const int)
0:277 Constant:
0:277 1.000000
0:279 Sequence
0:279 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -2324,6 +2324,7 @@ gl_FragCoord origin is upper left
Decorate 482(g_tTex2dmsf4a) DescriptorSet 0
Decorate 496(g_tTex2dmsi4a) DescriptorSet 0
Decorate 510(g_tTex2dmsu4a) DescriptorSet 0
MemberDecorate 522(PS_OUTPUT) 0 Location 0
MemberDecorate 522(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 539(g_sSamp) DescriptorSet 0
Decorate 539(g_sSamp) Binding 0
......
hlsl.getdimensions.dx10.vert
Shader version: 450
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
0:28 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
0:11 Function Parameters:
0:? Sequence
0:21 Sequence
......@@ -27,8 +27,8 @@ Shader version: 450
0:22 textureQueryLevels (temp uint)
0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:24 move second child to first child (temp 4-component vector of float)
0:24 Pos: direct index for structure (temp 4-component vector of float FragCoord)
0:24 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:24 Pos: direct index for structure (temp 4-component vector of float Position)
0:24 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:24 Constant:
0:24 0 (const int)
0:? Constant:
......@@ -37,9 +37,9 @@ Shader version: 450
0:? 0.000000
0:? 0.000000
0:26 Sequence
0:26 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
0:26 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:26 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:26 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:26 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -51,7 +51,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
0:28 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
0:11 Function Parameters:
0:? Sequence
0:21 Sequence
......@@ -77,8 +77,8 @@ Shader version: 450
0:22 textureQueryLevels (temp uint)
0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:24 move second child to first child (temp 4-component vector of float)
0:24 Pos: direct index for structure (temp 4-component vector of float FragCoord)
0:24 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:24 Pos: direct index for structure (temp 4-component vector of float Position)
0:24 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:24 Constant:
0:24 0 (const int)
0:? Constant:
......@@ -87,9 +87,9 @@ Shader version: 450
0:? 0.000000
0:? 0.000000
0:26 Sequence
0:26 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
0:26 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:26 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:26 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:26 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -118,7 +118,7 @@ Shader version: 450
Name 41 "g_sSamp"
Decorate 12(g_tTex1df4) DescriptorSet 0
Decorate 12(g_tTex1df4) Binding 0
MemberDecorate 27(VS_OUTPUT) 0 BuiltIn FragCoord
MemberDecorate 27(VS_OUTPUT) 0 BuiltIn Position
Decorate 41(g_sSamp) DescriptorSet 0
Decorate 41(g_sSamp) Binding 0
2: TypeVoid
......
......@@ -7,7 +7,7 @@ ERROR: 2 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
......@@ -27,8 +27,8 @@ ERROR: node is still EOpNull!
0:17 Constant:
0:17 2 (const int)
0:19 move second child to first child (temp 4-component vector of float)
0:19 Color: direct index for structure (temp 4-component vector of float)
0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:19 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:19 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:19 Constant:
0:19 0 (const int)
0:19 Constant:
......@@ -38,15 +38,15 @@ ERROR: node is still EOpNull!
0:19 1.000000
0:20 move second child to first child (temp float)
0:20 Depth: direct index for structure (temp float FragDepth)
0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Sequence
0:22 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -60,7 +60,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
......@@ -80,8 +80,8 @@ ERROR: node is still EOpNull!
0:17 Constant:
0:17 2 (const int)
0:19 move second child to first child (temp 4-component vector of float)
0:19 Color: direct index for structure (temp 4-component vector of float)
0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:19 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:19 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:19 Constant:
0:19 0 (const int)
0:19 Constant:
......@@ -91,15 +91,15 @@ ERROR: node is still EOpNull!
0:19 1.000000
0:20 move second child to first child (temp float)
0:20 Depth: direct index for structure (temp float FragDepth)
0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Sequence
0:22 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......
......@@ -80,7 +80,7 @@ gl_FragCoord origin is upper left
0:18 5 (const uint)
0:37 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:21 Function Parameters:
0:21 'input' (in 4-component vector of float)
0:21 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:22 Sequence
0:22 move second child to first child (temp 4-component vector of float)
......@@ -128,7 +128,7 @@ gl_FragCoord origin is upper left
0:35 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:35 component-wise multiply (temp 4-component vector of float)
0:35 'input' (in 4-component vector of float)
0:35 'input' (layout(location=0 ) in 4-component vector of float)
0:35 'a1' (global 4-component vector of float)
0:35 Branch: Return
0:? Linker Objects
......@@ -236,7 +236,7 @@ gl_FragCoord origin is upper left
0:18 5 (const uint)
0:37 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:21 Function Parameters:
0:21 'input' (in 4-component vector of float)
0:21 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:22 Sequence
0:22 move second child to first child (temp 4-component vector of float)
......@@ -284,7 +284,7 @@ gl_FragCoord origin is upper left
0:35 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:35 component-wise multiply (temp 4-component vector of float)
0:35 'input' (in 4-component vector of float)
0:35 'input' (layout(location=0 ) in 4-component vector of float)
0:35 'a1' (global 4-component vector of float)
0:35 Branch: Return
0:? Linker Objects
......@@ -357,6 +357,7 @@ gl_FragCoord origin is upper left
Name 90 "input"
Name 95 "c4"
Name 96 "b5"
Decorate 90(input) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -29,13 +29,13 @@ gl_FragCoord origin is upper left
0:20 8.000000
0:20 9.000000
0:20 10.000000
0:33 Function Definition: main( (global structure{temp 4-component vector of float color})
0:33 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color})
0:26 Function Parameters:
0:? Sequence
0:27 Function Call: Test1( (global void)
0:30 move second child to first child (temp 4-component vector of float)
0:30 color: direct index for structure (temp 4-component vector of float)
0:30 'ps_output' (temp structure{temp 4-component vector of float color})
0:30 color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:30 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:30 Constant:
0:30 0 (const int)
0:30 Constant:
......@@ -44,9 +44,9 @@ gl_FragCoord origin is upper left
0:30 1.000000
0:30 1.000000
0:31 Sequence
0:31 move second child to first child (temp structure{temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float color})
0:31 'ps_output' (temp structure{temp 4-component vector of float color})
0:31 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color})
0:31 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:31 Branch: Return
0:? Linker Objects
......@@ -84,13 +84,13 @@ gl_FragCoord origin is upper left
0:20 8.000000
0:20 9.000000
0:20 10.000000
0:33 Function Definition: main( (global structure{temp 4-component vector of float color})
0:33 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color})
0:26 Function Parameters:
0:? Sequence
0:27 Function Call: Test1( (global void)
0:30 move second child to first child (temp 4-component vector of float)
0:30 color: direct index for structure (temp 4-component vector of float)
0:30 'ps_output' (temp structure{temp 4-component vector of float color})
0:30 color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:30 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:30 Constant:
0:30 0 (const int)
0:30 Constant:
......@@ -99,9 +99,9 @@ gl_FragCoord origin is upper left
0:30 1.000000
0:30 1.000000
0:31 Sequence
0:31 move second child to first child (temp structure{temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float color})
0:31 'ps_output' (temp structure{temp 4-component vector of float color})
0:31 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color})
0:31 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:31 Branch: Return
0:? Linker Objects
......@@ -130,6 +130,7 @@ gl_FragCoord origin is upper left
MemberName 34(PS_OUTPUT) 0 "color"
Name 36 "ps_output"
Name 43 "@entryPointOutput"
MemberDecorate 34(PS_OUTPUT) 0 Location 0
2: TypeVoid
3: TypeFunction 2
8: TypeFloat 32
......
......@@ -18,7 +18,7 @@ gl_FragCoord origin is upper left
0:11 'x' (in float)
0:11 Constant:
0:11 -1.000000
0:26 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:26 Function Definition: main(vf4; (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:15 Function Parameters:
0:15 'inpos' (noperspective in 4-component vector of float FragCoord)
0:? Sequence
......@@ -36,8 +36,8 @@ gl_FragCoord origin is upper left
0:19 'y' (temp float)
0:19 'z' (temp float)
0:21 move second child to first child (temp 4-component vector of float)
0:21 Color: direct index for structure (temp 4-component vector of float)
0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:21 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:21 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:21 Constant:
0:21 0 (const int)
0:? Construct vec4 (temp 4-component vector of float)
......@@ -48,7 +48,7 @@ gl_FragCoord origin is upper left
0:21 1.000000
0:22 move second child to first child (temp float)
0:22 Depth: direct index for structure (temp float FragDepth)
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 Constant:
0:22 1 (const int)
0:22 direct index (temp float)
......@@ -56,9 +56,9 @@ gl_FragCoord origin is upper left
0:22 Constant:
0:22 3 (const int)
0:24 Sequence
0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Branch: Return
0:? Linker Objects
......@@ -85,7 +85,7 @@ gl_FragCoord origin is upper left
0:11 'x' (in float)
0:11 Constant:
0:11 -1.000000
0:26 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:26 Function Definition: main(vf4; (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:15 Function Parameters:
0:15 'inpos' (noperspective in 4-component vector of float FragCoord)
0:? Sequence
......@@ -103,8 +103,8 @@ gl_FragCoord origin is upper left
0:19 'y' (temp float)
0:19 'z' (temp float)
0:21 move second child to first child (temp 4-component vector of float)
0:21 Color: direct index for structure (temp 4-component vector of float)
0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:21 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:21 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:21 Constant:
0:21 0 (const int)
0:? Construct vec4 (temp 4-component vector of float)
......@@ -115,7 +115,7 @@ gl_FragCoord origin is upper left
0:21 1.000000
0:22 move second child to first child (temp float)
0:22 Depth: direct index for structure (temp float FragDepth)
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 Constant:
0:22 1 (const int)
0:22 direct index (temp float)
......@@ -123,9 +123,9 @@ gl_FragCoord origin is upper left
0:22 Constant:
0:22 3 (const int)
0:24 Sequence
0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Branch: Return
0:? Linker Objects
......@@ -155,6 +155,7 @@ gl_FragCoord origin is upper left
Name 33 "psout"
Name 45 "inpos"
Name 53 "@entryPointOutput"
MemberDecorate 31(PS_OUTPUT) 0 Location 0
MemberDecorate 31(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 45(inpos) NoPerspective
Decorate 45(inpos) BuiltIn FragCoord
......
......@@ -232,14 +232,14 @@ local_size = (1, 1, 1)
0:? 3.000000
0:130 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:105 Function Parameters:
0:105 'inF0' (in 4-component vector of float)
0:105 'inF1' (in 4-component vector of float)
0:105 'inF2' (in 4-component vector of float)
0:105 'inU0' (in 4-component vector of uint)
0:105 'inU1' (in 4-component vector of uint)
0:105 'inF0' (layout(location=0 ) in 4-component vector of float)
0:105 'inF1' (layout(location=1 ) in 4-component vector of float)
0:105 'inF2' (layout(location=2 ) in 4-component vector of float)
0:105 'inU0' (layout(location=3 ) in 4-component vector of uint)
0:105 'inU1' (layout(location=4 ) in 4-component vector of uint)
0:? Sequence
0:109 all (global bool)
0:109 'inF0' (in 4-component vector of float)
0:109 'inF0' (layout(location=0 ) in 4-component vector of float)
0:112 AtomicAdd (global void)
0:112 'gs_ua4' (global 4-component vector of uint)
0:112 'gs_ub4' (global 4-component vector of uint)
......@@ -559,14 +559,14 @@ local_size = (1, 1, 1)
0:? 3.000000
0:130 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:105 Function Parameters:
0:105 'inF0' (in 4-component vector of float)
0:105 'inF1' (in 4-component vector of float)
0:105 'inF2' (in 4-component vector of float)
0:105 'inU0' (in 4-component vector of uint)
0:105 'inU1' (in 4-component vector of uint)
0:105 'inF0' (layout(location=0 ) in 4-component vector of float)
0:105 'inF1' (layout(location=1 ) in 4-component vector of float)
0:105 'inF2' (layout(location=2 ) in 4-component vector of float)
0:105 'inU0' (layout(location=3 ) in 4-component vector of uint)
0:105 'inU1' (layout(location=4 ) in 4-component vector of uint)
0:? Sequence
0:109 all (global bool)
0:109 'inF0' (in 4-component vector of float)
0:109 'inF0' (layout(location=0 ) in 4-component vector of float)
0:112 AtomicAdd (global void)
0:112 'gs_ua4' (global 4-component vector of uint)
0:112 'gs_ub4' (global 4-component vector of uint)
......@@ -699,6 +699,7 @@ local_size = (1, 1, 1)
Name 185 "out_u4"
Name 193 "gs_uc4"
Name 215 "@entryPointOutput"
Decorate 175(inF0) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -4,29 +4,29 @@ gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float)
0:5 Function Parameters:
0:5 'inDV1a' (in double)
0:5 'inDV1b' (in double)
0:5 'inDV1c' (in double)
0:5 'inDV2' (in 2-component vector of double)
0:5 'inDV3' (in 3-component vector of double)
0:5 'inDV4' (in 4-component vector of double)
0:5 'inU1a' (in uint)
0:5 'inU1b' (in uint)
0:5 'inDV1a' (layout(location=0 ) in double)
0:5 'inDV1b' (layout(location=1 ) in double)
0:5 'inDV1c' (layout(location=2 ) in double)
0:5 'inDV2' (layout(location=3 ) in 2-component vector of double)
0:5 'inDV3' (layout(location=4 ) in 3-component vector of double)
0:5 'inDV4' (layout(location=5 ) in 4-component vector of double)
0:5 'inU1a' (layout(location=6 ) in uint)
0:5 'inU1b' (layout(location=7 ) in uint)
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp double)
0:6 'r00' (temp double)
0:6 fma (global double)
0:6 'inDV1a' (in double)
0:6 'inDV1b' (in double)
0:6 'inDV1c' (in double)
0:6 'inDV1a' (layout(location=0 ) in double)
0:6 'inDV1b' (layout(location=1 ) in double)
0:6 'inDV1c' (layout(location=2 ) in double)
0:7 Sequence
0:7 move second child to first child (temp double)
0:7 'r01' (temp double)
0:7 uint64BitsToDouble (temp double)
0:7 Construct uvec2 (temp 2-component vector of uint)
0:7 'inU1a' (in uint)
0:7 'inU1b' (in uint)
0:7 'inU1a' (layout(location=6 ) in uint)
0:7 'inU1b' (layout(location=7 ) in uint)
0:9 Sequence
0:9 move second child to first child (temp float)
0:? '@entryPointOutput' (out float)
......@@ -44,29 +44,29 @@ gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float)
0:5 Function Parameters:
0:5 'inDV1a' (in double)
0:5 'inDV1b' (in double)
0:5 'inDV1c' (in double)
0:5 'inDV2' (in 2-component vector of double)
0:5 'inDV3' (in 3-component vector of double)
0:5 'inDV4' (in 4-component vector of double)
0:5 'inU1a' (in uint)
0:5 'inU1b' (in uint)
0:5 'inDV1a' (layout(location=0 ) in double)
0:5 'inDV1b' (layout(location=1 ) in double)
0:5 'inDV1c' (layout(location=2 ) in double)
0:5 'inDV2' (layout(location=3 ) in 2-component vector of double)
0:5 'inDV3' (layout(location=4 ) in 3-component vector of double)
0:5 'inDV4' (layout(location=5 ) in 4-component vector of double)
0:5 'inU1a' (layout(location=6 ) in uint)
0:5 'inU1b' (layout(location=7 ) in uint)
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp double)
0:6 'r00' (temp double)
0:6 fma (global double)
0:6 'inDV1a' (in double)
0:6 'inDV1b' (in double)
0:6 'inDV1c' (in double)
0:6 'inDV1a' (layout(location=0 ) in double)
0:6 'inDV1b' (layout(location=1 ) in double)
0:6 'inDV1c' (layout(location=2 ) in double)
0:7 Sequence
0:7 move second child to first child (temp double)
0:7 'r01' (temp double)
0:7 uint64BitsToDouble (temp double)
0:7 Construct uvec2 (temp 2-component vector of uint)
0:7 'inU1a' (in uint)
0:7 'inU1b' (in uint)
0:7 'inU1a' (layout(location=6 ) in uint)
0:7 'inU1b' (layout(location=7 ) in uint)
0:9 Sequence
0:9 move second child to first child (temp float)
0:? '@entryPointOutput' (out float)
......@@ -94,6 +94,11 @@ gl_FragCoord origin is upper left
Name 20 "inU1a"
Name 22 "inU1b"
Name 29 "@entryPointOutput"
Decorate 10(inDV1a) Location 0
Decorate 12(inDV1b) Location 1
Decorate 14(inDV1c) Location 2
Decorate 20(inU1a) Location 6
Decorate 22(inU1b) Location 7
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 64
......
......@@ -4,39 +4,39 @@ gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void)
0:3 Function Parameters:
0:3 'inF1' (in float)
0:3 'inF2' (in 2-component vector of float)
0:3 'inF3' (in 3-component vector of float)
0:3 'inF4' (in 4-component vector of float)
0:3 'inI2' (in 2-component vector of int)
0:3 'inF1' (layout(location=0 ) in float)
0:3 'inF2' (layout(location=1 ) in 2-component vector of float)
0:3 'inF3' (layout(location=2 ) in 3-component vector of float)
0:3 'inF4' (layout(location=3 ) in 4-component vector of float)
0:3 'inI2' (layout(location=4 ) in 2-component vector of int)
0:? Sequence
0:4 interpolateAtOffset (temp float)
0:4 'inF1' (in float)
0:4 'inF1' (layout(location=0 ) in float)
0:? Constant:
0:? -0.500000
0:? -0.062500
0:5 interpolateAtOffset (temp 2-component vector of float)
0:5 'inF2' (in 2-component vector of float)
0:5 'inF2' (layout(location=1 ) in 2-component vector of float)
0:? Constant:
0:? 0.000000
0:? 0.062500
0:6 interpolateAtOffset (temp 3-component vector of float)
0:6 'inF3' (in 3-component vector of float)
0:6 'inF3' (layout(location=2 ) in 3-component vector of float)
0:? Constant:
0:? 0.187500
0:? -0.375000
0:7 interpolateAtOffset (temp 4-component vector of float)
0:7 'inF4' (in 4-component vector of float)
0:7 'inF4' (layout(location=3 ) in 4-component vector of float)
0:? Constant:
0:? 0.437500
0:? -0.500000
0:9 interpolateAtOffset (temp float)
0:9 'inF1' (in float)
0:9 'inF1' (layout(location=0 ) in float)
0:9 vector-scale (temp 2-component vector of float)
0:9 Convert int to float (temp 2-component vector of float)
0:9 right-shift (temp 2-component vector of int)
0:9 left-shift (temp 2-component vector of int)
0:9 'inI2' (in 2-component vector of int)
0:9 'inI2' (layout(location=4 ) in 2-component vector of int)
0:9 Constant:
0:9 28 (const int)
0:9 Constant:
......@@ -54,39 +54,39 @@ gl_FragCoord origin is upper left
0:? Sequence
0:11 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void)
0:3 Function Parameters:
0:3 'inF1' (in float)
0:3 'inF2' (in 2-component vector of float)
0:3 'inF3' (in 3-component vector of float)
0:3 'inF4' (in 4-component vector of float)
0:3 'inI2' (in 2-component vector of int)
0:3 'inF1' (layout(location=0 ) in float)
0:3 'inF2' (layout(location=1 ) in 2-component vector of float)
0:3 'inF3' (layout(location=2 ) in 3-component vector of float)
0:3 'inF4' (layout(location=3 ) in 4-component vector of float)
0:3 'inI2' (layout(location=4 ) in 2-component vector of int)
0:? Sequence
0:4 interpolateAtOffset (temp float)
0:4 'inF1' (in float)
0:4 'inF1' (layout(location=0 ) in float)
0:? Constant:
0:? -0.500000
0:? -0.062500
0:5 interpolateAtOffset (temp 2-component vector of float)
0:5 'inF2' (in 2-component vector of float)
0:5 'inF2' (layout(location=1 ) in 2-component vector of float)
0:? Constant:
0:? 0.000000
0:? 0.062500
0:6 interpolateAtOffset (temp 3-component vector of float)
0:6 'inF3' (in 3-component vector of float)
0:6 'inF3' (layout(location=2 ) in 3-component vector of float)
0:? Constant:
0:? 0.187500
0:? -0.375000
0:7 interpolateAtOffset (temp 4-component vector of float)
0:7 'inF4' (in 4-component vector of float)
0:7 'inF4' (layout(location=3 ) in 4-component vector of float)
0:? Constant:
0:? 0.437500
0:? -0.500000
0:9 interpolateAtOffset (temp float)
0:9 'inF1' (in float)
0:9 'inF1' (layout(location=0 ) in float)
0:9 vector-scale (temp 2-component vector of float)
0:9 Convert int to float (temp 2-component vector of float)
0:9 right-shift (temp 2-component vector of int)
0:9 left-shift (temp 2-component vector of int)
0:9 'inI2' (in 2-component vector of int)
0:9 'inI2' (layout(location=4 ) in 2-component vector of int)
0:9 Constant:
0:9 28 (const int)
0:9 Constant:
......@@ -111,6 +111,11 @@ gl_FragCoord origin is upper left
Name 22 "inF3"
Name 29 "inF4"
Name 36 "inI2"
Decorate 8(inF1) Location 0
Decorate 15(inF2) Location 1
Decorate 22(inF3) Location 2
Decorate 29(inF4) Location 3
Decorate 36(inI2) Location 4
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -51,11 +51,11 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:35 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:29 Function Parameters:
0:29 'inF0' (in 4-component vector of float)
0:29 'inF0' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:30 ERROR: Bad unary op
(global 4-component vector of uint)
0:30 'inF0' (in 4-component vector of float)
0:30 'inF0' (layout(location=0 ) in 4-component vector of float)
0:32 Sequence
0:32 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
......@@ -116,11 +116,11 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:35 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:29 Function Parameters:
0:29 'inF0' (in 4-component vector of float)
0:29 'inF0' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:30 ERROR: Bad unary op
(global 4-component vector of uint)
0:30 'inF0' (in 4-component vector of float)
0:30 'inF0' (layout(location=0 ) in 4-component vector of float)
0:32 Sequence
0:32 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
......
......@@ -4,9 +4,9 @@ gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(f1;f1;f1; (global void)
0:2 Function Parameters:
0:2 'n_dot_l' (in float)
0:2 'n_dot_h' (in float)
0:2 'm' (in float)
0:2 'n_dot_l' (layout(location=0 ) in float)
0:2 'n_dot_h' (layout(location=1 ) in float)
0:2 'm' (layout(location=2 ) in float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp 4-component vector of float)
......@@ -15,15 +15,15 @@ gl_FragCoord origin is upper left
0:3 Constant:
0:3 1.000000
0:3 max (temp float)
0:3 'n_dot_l' (in float)
0:3 'n_dot_l' (layout(location=0 ) in float)
0:3 Constant:
0:3 0.000000
0:3 Test condition and select (temp float)
0:3 Condition
0:3 Compare Less Than (temp bool)
0:3 min (temp float)
0:3 'n_dot_l' (in float)
0:3 'n_dot_h' (in float)
0:3 'n_dot_l' (layout(location=0 ) in float)
0:3 'n_dot_h' (layout(location=1 ) in float)
0:3 Constant:
0:3 0.000000
0:3 true case
......@@ -31,8 +31,8 @@ gl_FragCoord origin is upper left
0:3 0.000000
0:3 false case
0:3 component-wise multiply (temp float)
0:3 'n_dot_h' (in float)
0:3 'm' (in float)
0:3 'n_dot_h' (layout(location=1 ) in float)
0:3 'm' (layout(location=2 ) in float)
0:3 Constant:
0:3 1.000000
0:? Linker Objects
......@@ -46,9 +46,9 @@ gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(f1;f1;f1; (global void)
0:2 Function Parameters:
0:2 'n_dot_l' (in float)
0:2 'n_dot_h' (in float)
0:2 'm' (in float)
0:2 'n_dot_l' (layout(location=0 ) in float)
0:2 'n_dot_h' (layout(location=1 ) in float)
0:2 'm' (layout(location=2 ) in float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp 4-component vector of float)
......@@ -57,15 +57,15 @@ gl_FragCoord origin is upper left
0:3 Constant:
0:3 1.000000
0:3 max (temp float)
0:3 'n_dot_l' (in float)
0:3 'n_dot_l' (layout(location=0 ) in float)
0:3 Constant:
0:3 0.000000
0:3 Test condition and select (temp float)
0:3 Condition
0:3 Compare Less Than (temp bool)
0:3 min (temp float)
0:3 'n_dot_l' (in float)
0:3 'n_dot_h' (in float)
0:3 'n_dot_l' (layout(location=0 ) in float)
0:3 'n_dot_h' (layout(location=1 ) in float)
0:3 Constant:
0:3 0.000000
0:3 true case
......@@ -73,8 +73,8 @@ gl_FragCoord origin is upper left
0:3 0.000000
0:3 false case
0:3 component-wise multiply (temp float)
0:3 'n_dot_h' (in float)
0:3 'm' (in float)
0:3 'n_dot_h' (layout(location=1 ) in float)
0:3 'm' (layout(location=2 ) in float)
0:3 Constant:
0:3 1.000000
0:? Linker Objects
......@@ -93,6 +93,9 @@ gl_FragCoord origin is upper left
Name 12 "n_dot_l"
Name 19 "n_dot_h"
Name 28 "m"
Decorate 12(n_dot_l) Location 0
Decorate 19(n_dot_h) Location 1
Decorate 28(m) Location 2
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -47,10 +47,10 @@ local_size = (1, 1, 1)
0:? 3.000000
0:202 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:158 Function Parameters:
0:158 'inF0' (in 4-component vector of float)
0:158 'inF1' (in 4-component vector of float)
0:158 'inF2' (in 4-component vector of float)
0:158 'inI0' (in 4-component vector of int)
0:158 'inF0' (layout(location=0 ) in 4-component vector of float)
0:158 'inF1' (layout(location=1 ) in 4-component vector of float)
0:158 'inF2' (layout(location=2 ) in 4-component vector of float)
0:158 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? Sequence
0:199 Sequence
0:199 move second child to first child (temp 4-component vector of float)
......@@ -115,10 +115,10 @@ local_size = (1, 1, 1)
0:? 3.000000
0:202 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:158 Function Parameters:
0:158 'inF0' (in 4-component vector of float)
0:158 'inF1' (in 4-component vector of float)
0:158 'inF2' (in 4-component vector of float)
0:158 'inI0' (in 4-component vector of int)
0:158 'inF0' (layout(location=0 ) in 4-component vector of float)
0:158 'inF1' (layout(location=1 ) in 4-component vector of float)
0:158 'inF2' (layout(location=2 ) in 4-component vector of float)
0:158 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? Sequence
0:199 Sequence
0:199 move second child to first child (temp 4-component vector of float)
......
......@@ -235,36 +235,36 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:114 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (in 4-component vector of float)
0:80 'inF1' (in 4-component vector of float)
0:80 'inF2' (in 4-component vector of float)
0:80 'inI0' (in 4-component vector of int)
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
0:80 'inF2' (layout(location=2 ) in 4-component vector of float)
0:80 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? Sequence
0:81 Constant:
0:81 0.000000
0:82 bitCount (global 4-component vector of uint)
0:82 Convert float to uint (temp 4-component vector of uint)
0:82 'inF0' (in 4-component vector of float)
0:82 'inF0' (layout(location=0 ) in 4-component vector of float)
0:83 cross-product (global 3-component vector of float)
0:83 Construct vec3 (in 3-component vector of float)
0:83 'inF0' (in 4-component vector of float)
0:83 'inF0' (layout(location=0 ) in 4-component vector of float)
0:83 Construct vec3 (in 3-component vector of float)
0:83 'inF1' (in 4-component vector of float)
0:83 'inF1' (layout(location=1 ) in 4-component vector of float)
0:84 Constant:
0:84 0.000000
0:85 ERROR: Bad unary op
(global 4-component vector of float)
0:85 Convert float to uint (temp 4-component vector of uint)
0:85 'inF0' (in 4-component vector of float)
0:85 'inF0' (layout(location=0 ) in 4-component vector of float)
0:86 findMSB (global 4-component vector of uint)
0:86 Convert float to uint (temp 4-component vector of uint)
0:86 'inF0' (in 4-component vector of float)
0:86 'inF0' (layout(location=0 ) in 4-component vector of float)
0:87 findLSB (global 4-component vector of uint)
0:87 Convert float to uint (temp 4-component vector of uint)
0:87 'inF0' (in 4-component vector of float)
0:87 'inF0' (layout(location=0 ) in 4-component vector of float)
0:89 bitFieldReverse (global 4-component vector of uint)
0:89 Convert float to uint (temp 4-component vector of uint)
0:89 'inF0' (in 4-component vector of float)
0:89 'inF0' (layout(location=0 ) in 4-component vector of float)
0:90 Constant:
0:90 0.000000
0:92 Sequence
......@@ -586,36 +586,36 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:114 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (in 4-component vector of float)
0:80 'inF1' (in 4-component vector of float)
0:80 'inF2' (in 4-component vector of float)
0:80 'inI0' (in 4-component vector of int)
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
0:80 'inF2' (layout(location=2 ) in 4-component vector of float)
0:80 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? Sequence
0:81 Constant:
0:81 0.000000
0:82 bitCount (global 4-component vector of uint)
0:82 Convert float to uint (temp 4-component vector of uint)
0:82 'inF0' (in 4-component vector of float)
0:82 'inF0' (layout(location=0 ) in 4-component vector of float)
0:83 cross-product (global 3-component vector of float)
0:83 Construct vec3 (in 3-component vector of float)
0:83 'inF0' (in 4-component vector of float)
0:83 'inF0' (layout(location=0 ) in 4-component vector of float)
0:83 Construct vec3 (in 3-component vector of float)
0:83 'inF1' (in 4-component vector of float)
0:83 'inF1' (layout(location=1 ) in 4-component vector of float)
0:84 Constant:
0:84 0.000000
0:85 ERROR: Bad unary op
(global 4-component vector of float)
0:85 Convert float to uint (temp 4-component vector of uint)
0:85 'inF0' (in 4-component vector of float)
0:85 'inF0' (layout(location=0 ) in 4-component vector of float)
0:86 findMSB (global 4-component vector of uint)
0:86 Convert float to uint (temp 4-component vector of uint)
0:86 'inF0' (in 4-component vector of float)
0:86 'inF0' (layout(location=0 ) in 4-component vector of float)
0:87 findLSB (global 4-component vector of uint)
0:87 Convert float to uint (temp 4-component vector of uint)
0:87 'inF0' (in 4-component vector of float)
0:87 'inF0' (layout(location=0 ) in 4-component vector of float)
0:89 bitFieldReverse (global 4-component vector of uint)
0:89 Convert float to uint (temp 4-component vector of uint)
0:89 'inF0' (in 4-component vector of float)
0:89 'inF0' (layout(location=0 ) in 4-component vector of float)
0:90 Constant:
0:90 0.000000
0:92 Sequence
......
......@@ -46,10 +46,10 @@ Shader version: 450
0:? 3.000000
0:225 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' (in 4-component vector of float)
0:176 'inF1' (in 4-component vector of float)
0:176 'inF2' (in 4-component vector of float)
0:176 'inI0' (in 4-component vector of int)
0:176 'inF0' (layout(location=0 ) in 4-component vector of float)
0:176 'inF1' (layout(location=1 ) in 4-component vector of float)
0:176 'inF2' (layout(location=2 ) in 4-component vector of float)
0:176 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? Sequence
0:217 Sequence
0:217 move second child to first child (temp 4-component vector of float)
......@@ -178,10 +178,10 @@ Shader version: 450
0:? 3.000000
0:225 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' (in 4-component vector of float)
0:176 'inF1' (in 4-component vector of float)
0:176 'inF2' (in 4-component vector of float)
0:176 'inI0' (in 4-component vector of int)
0:176 'inF0' (layout(location=0 ) in 4-component vector of float)
0:176 'inF1' (layout(location=1 ) in 4-component vector of float)
0:176 'inF2' (layout(location=2 ) in 4-component vector of float)
0:176 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? Sequence
0:217 Sequence
0:217 move second child to first child (temp 4-component vector of float)
......
......@@ -2,7 +2,7 @@ hlsl.load.2dms.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:57 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:32 textureFetch (global 4-component vector of float)
......@@ -72,8 +72,8 @@ gl_FragCoord origin is upper left
0:49 3 (const int)
0:49 'o2' (uniform 2-component vector of int)
0:51 move second child to first child (temp 4-component vector of float)
0:51 Color: direct index for structure (temp 4-component vector of float)
0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:51 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
......@@ -83,15 +83,15 @@ gl_FragCoord origin is upper left
0:51 1.000000
0:52 move second child to first child (temp float)
0:52 Depth: direct index for structure (temp float FragDepth)
0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:52 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 1.000000
0:54 Sequence
0:54 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:54 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:54 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:54 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -117,7 +117,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:57 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:32 textureFetch (global 4-component vector of float)
......@@ -187,8 +187,8 @@ gl_FragCoord origin is upper left
0:49 3 (const int)
0:49 'o2' (uniform 2-component vector of int)
0:51 move second child to first child (temp 4-component vector of float)
0:51 Color: direct index for structure (temp 4-component vector of float)
0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:51 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
......@@ -198,15 +198,15 @@ gl_FragCoord origin is upper left
0:51 1.000000
0:52 move second child to first child (temp float)
0:52 Depth: direct index for structure (temp float FragDepth)
0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:52 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 1.000000
0:54 Sequence
0:54 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:54 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:54 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:54 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -263,6 +263,7 @@ gl_FragCoord origin is upper left
Decorate 49(g_tTex2dmsf4a) DescriptorSet 0
Decorate 58(g_tTex2dmsi4a) DescriptorSet 0
Decorate 64(g_tTex2dmsu4a) DescriptorSet 0
MemberDecorate 80(PS_OUTPUT) 0 Location 0
MemberDecorate 80(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 97(g_sSamp) DescriptorSet 0
Decorate 97(g_sSamp) Binding 0
......
......@@ -2,7 +2,7 @@ hlsl.load.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:72 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
......@@ -90,8 +90,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
0:67 Color: direct index for structure (temp 4-component vector of float)
0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:67 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:67 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:67 Constant:
0:67 0 (const int)
0:67 Constant:
......@@ -101,15 +101,15 @@ gl_FragCoord origin is upper left
0:67 1.000000
0:68 move second child to first child (temp float)
0:68 Depth: direct index for structure (temp float FragDepth)
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 1.000000
0:70 Sequence
0:70 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -150,7 +150,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:72 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
......@@ -238,8 +238,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
0:67 Color: direct index for structure (temp 4-component vector of float)
0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:67 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:67 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:67 Constant:
0:67 0 (const int)
0:67 Constant:
......@@ -249,15 +249,15 @@ gl_FragCoord origin is upper left
0:67 1.000000
0:68 move second child to first child (temp float)
0:68 Depth: direct index for structure (temp float FragDepth)
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 1.000000
0:70 Sequence
0:70 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -344,6 +344,7 @@ gl_FragCoord origin is upper left
Decorate 47(g_tTex2df4a) DescriptorSet 0
Decorate 59(g_tTex2di4a) DescriptorSet 0
Decorate 68(g_tTex2du4a) DescriptorSet 0
MemberDecorate 75(PS_OUTPUT) 0 Location 0
MemberDecorate 75(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 92(g_sSamp) DescriptorSet 0
Decorate 92(g_sSamp) Binding 0
......
......@@ -2,7 +2,7 @@ hlsl.load.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
......@@ -123,8 +123,8 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 3 (const int)
0:72 move second child to first child (temp 4-component vector of float)
0:72 Color: direct index for structure (temp 4-component vector of float)
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
......@@ -134,15 +134,15 @@ gl_FragCoord origin is upper left
0:72 1.000000
0:73 move second child to first child (temp float)
0:73 Depth: direct index for structure (temp float FragDepth)
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
0:75 Sequence
0:75 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -183,7 +183,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
......@@ -304,8 +304,8 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 3 (const int)
0:72 move second child to first child (temp 4-component vector of float)
0:72 Color: direct index for structure (temp 4-component vector of float)
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
......@@ -315,15 +315,15 @@ gl_FragCoord origin is upper left
0:72 1.000000
0:73 move second child to first child (temp float)
0:73 Depth: direct index for structure (temp float FragDepth)
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
0:75 Sequence
0:75 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -414,6 +414,7 @@ gl_FragCoord origin is upper left
Decorate 78(g_tTex3df4) DescriptorSet 0
Decorate 90(g_tTex3di4) DescriptorSet 0
Decorate 99(g_tTex3du4) DescriptorSet 0
MemberDecorate 106(PS_OUTPUT) 0 Location 0
MemberDecorate 106(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 123(g_sSamp) DescriptorSet 0
Decorate 123(g_sSamp) Binding 0
......
hlsl.load.basic.dx10.vert
Shader version: 450
0:? Sequence
0:71 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
0:71 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
0:47 Function Parameters:
0:? Sequence
0:51 textureFetch (global 4-component vector of float)
......@@ -122,8 +122,8 @@ Shader version: 450
0:63 Constant:
0:63 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
0:67 Pos: direct index for structure (temp 4-component vector of float FragCoord)
0:67 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:67 Pos: direct index for structure (temp 4-component vector of float Position)
0:67 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:67 Constant:
0:67 0 (const int)
0:? Constant:
......@@ -132,9 +132,9 @@ Shader version: 450
0:? 0.000000
0:? 0.000000
0:69 Sequence
0:69 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
0:69 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:69 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:69 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:69 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -174,7 +174,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:71 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
0:71 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
0:47 Function Parameters:
0:? Sequence
0:51 textureFetch (global 4-component vector of float)
......@@ -295,8 +295,8 @@ Shader version: 450
0:63 Constant:
0:63 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
0:67 Pos: direct index for structure (temp 4-component vector of float FragCoord)
0:67 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:67 Pos: direct index for structure (temp 4-component vector of float Position)
0:67 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:67 Constant:
0:67 0 (const int)
0:? Constant:
......@@ -305,9 +305,9 @@ Shader version: 450
0:? 0.000000
0:? 0.000000
0:69 Sequence
0:69 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
0:69 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:69 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:69 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:69 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -396,7 +396,7 @@ Shader version: 450
Decorate 78(g_tTex3df4) DescriptorSet 0
Decorate 90(g_tTex3di4) DescriptorSet 0
Decorate 99(g_tTex3du4) DescriptorSet 0
MemberDecorate 106(VS_OUTPUT) 0 BuiltIn FragCoord
MemberDecorate 106(VS_OUTPUT) 0 BuiltIn Position
Decorate 120(g_sSamp) DescriptorSet 0
Decorate 120(g_sSamp) Binding 0
Decorate 123(g_tTexcdf4) DescriptorSet 0
......
......@@ -2,7 +2,7 @@ hlsl.load.buffer.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......@@ -24,8 +24,8 @@ gl_FragCoord origin is upper left
0:30 'g_tTexbu4' (uniform usamplerBuffer)
0:30 'c1' (uniform int)
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 FragDepth Depth})
0:34 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
......@@ -35,15 +35,15 @@ gl_FragCoord origin is upper left
0:34 1.000000
0:35 move second child to first child (temp float)
0:35 Depth: direct index for structure (temp float FragDepth)
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Sequence
0:37 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 Branch: Return
0:? Linker Objects
0:? 'g_tTexbf4_test' (layout(binding=0 ) uniform samplerBuffer)
......@@ -66,7 +66,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......@@ -88,8 +88,8 @@ gl_FragCoord origin is upper left
0:30 'g_tTexbu4' (uniform usamplerBuffer)
0:30 'c1' (uniform int)
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 FragDepth Depth})
0:34 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
......@@ -99,15 +99,15 @@ gl_FragCoord origin is upper left
0:34 1.000000
0:35 move second child to first child (temp float)
0:35 Depth: direct index for structure (temp float FragDepth)
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Sequence
0:37 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 Branch: Return
0:? Linker Objects
0:? 'g_tTexbf4_test' (layout(binding=0 ) uniform samplerBuffer)
......@@ -157,6 +157,7 @@ gl_FragCoord origin is upper left
Decorate 13(g_tTexbf4) DescriptorSet 0
Decorate 27(g_tTexbi4) DescriptorSet 0
Decorate 39(g_tTexbu4) DescriptorSet 0
MemberDecorate 44(PS_OUTPUT) 0 Location 0
MemberDecorate 44(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 58(g_tTexbf4_test) DescriptorSet 0
Decorate 58(g_tTexbf4_test) Binding 0
......
......@@ -2,7 +2,7 @@ hlsl.load.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
......@@ -132,8 +132,8 @@ gl_FragCoord origin is upper left
0:64 3 (const int)
0:64 'o3' (uniform 3-component vector of int)
0:72 move second child to first child (temp 4-component vector of float)
0:72 Color: direct index for structure (temp 4-component vector of float)
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
......@@ -143,15 +143,15 @@ gl_FragCoord origin is upper left
0:72 1.000000
0:73 move second child to first child (temp float)
0:73 Depth: direct index for structure (temp float FragDepth)
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
0:75 Sequence
0:75 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -192,7 +192,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
......@@ -322,8 +322,8 @@ gl_FragCoord origin is upper left
0:64 3 (const int)
0:64 'o3' (uniform 3-component vector of int)
0:72 move second child to first child (temp 4-component vector of float)
0:72 Color: direct index for structure (temp 4-component vector of float)
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
......@@ -333,15 +333,15 @@ gl_FragCoord origin is upper left
0:72 1.000000
0:73 move second child to first child (temp float)
0:73 Depth: direct index for structure (temp float FragDepth)
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
0:75 Sequence
0:75 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -433,6 +433,7 @@ gl_FragCoord origin is upper left
Decorate 86(g_tTex3df4) DescriptorSet 0
Decorate 100(g_tTex3di4) DescriptorSet 0
Decorate 110(g_tTex3du4) DescriptorSet 0
MemberDecorate 118(PS_OUTPUT) 0 Location 0
MemberDecorate 118(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 135(g_sSamp) DescriptorSet 0
Decorate 135(g_sSamp) Binding 0
......
......@@ -2,7 +2,7 @@ hlsl.load.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:70 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
......@@ -96,8 +96,8 @@ gl_FragCoord origin is upper left
0:59 3 (const int)
0:59 'o2' (uniform 2-component vector of int)
0:65 move second child to first child (temp 4-component vector of float)
0:65 Color: direct index for structure (temp 4-component vector of float)
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Constant:
0:65 0 (const int)
0:65 Constant:
......@@ -107,15 +107,15 @@ gl_FragCoord origin is upper left
0:65 1.000000
0:66 move second child to first child (temp float)
0:66 Depth: direct index for structure (temp float FragDepth)
0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:66 Constant:
0:66 1 (const int)
0:66 Constant:
0:66 1.000000
0:68 Sequence
0:68 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -156,7 +156,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:70 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
......@@ -250,8 +250,8 @@ gl_FragCoord origin is upper left
0:59 3 (const int)
0:59 'o2' (uniform 2-component vector of int)
0:65 move second child to first child (temp 4-component vector of float)
0:65 Color: direct index for structure (temp 4-component vector of float)
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Constant:
0:65 0 (const int)
0:65 Constant:
......@@ -261,15 +261,15 @@ gl_FragCoord origin is upper left
0:65 1.000000
0:66 move second child to first child (temp float)
0:66 Depth: direct index for structure (temp float FragDepth)
0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:66 Constant:
0:66 1 (const int)
0:66 Constant:
0:66 1.000000
0:68 Sequence
0:68 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -357,6 +357,7 @@ gl_FragCoord origin is upper left
Decorate 51(g_tTex2df4a) DescriptorSet 0
Decorate 66(g_tTex2di4a) DescriptorSet 0
Decorate 76(g_tTex2du4a) DescriptorSet 0
MemberDecorate 84(PS_OUTPUT) 0 Location 0
MemberDecorate 84(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 101(g_sSamp) DescriptorSet 0
Decorate 101(g_sSamp) Binding 0
......
......@@ -4,15 +4,15 @@ gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input1' (in 4-component vector of float)
0:2 'input2' (in 4-component vector of float)
0:2 'input1' (layout(location=0 ) in 4-component vector of float)
0:2 'input2' (layout(location=1 ) in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:3 max (global 4-component vector of float)
0:3 'input1' (in 4-component vector of float)
0:3 'input2' (in 4-component vector of float)
0:3 'input1' (layout(location=0 ) in 4-component vector of float)
0:3 'input2' (layout(location=1 ) in 4-component vector of float)
0:3 Branch: Return
0:? Linker Objects
......@@ -25,15 +25,15 @@ gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float)
0:2 Function Parameters:
0:2 'input1' (in 4-component vector of float)
0:2 'input2' (in 4-component vector of float)
0:2 'input1' (layout(location=0 ) in 4-component vector of float)
0:2 'input2' (layout(location=1 ) in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:3 max (global 4-component vector of float)
0:3 'input1' (in 4-component vector of float)
0:3 'input2' (in 4-component vector of float)
0:3 'input1' (layout(location=0 ) in 4-component vector of float)
0:3 'input2' (layout(location=1 ) in 4-component vector of float)
0:3 Branch: Return
0:? Linker Objects
......@@ -50,6 +50,8 @@ gl_FragCoord origin is upper left
Name 9 "@entryPointOutput"
Name 11 "input1"
Name 13 "input2"
Decorate 11(input1) Location 0
Decorate 13(input2) Location 1
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -2,7 +2,7 @@ hlsl.numericsuffixes.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:21 Function Definition: main( (global structure{temp 4-component vector of float color})
0:21 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color})
0:5 Function Parameters:
0:? Sequence
0:7 Sequence
......@@ -51,17 +51,17 @@ gl_FragCoord origin is upper left
0:15 Constant:
0:15 58 (const uint)
0:18 move second child to first child (temp 4-component vector of float)
0:18 color: direct index for structure (temp 4-component vector of float)
0:18 'ps_output' (temp structure{temp 4-component vector of float color})
0:18 color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:18 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:18 Constant:
0:18 0 (const int)
0:18 Construct vec4 (temp 4-component vector of float)
0:18 Construct vec4 (layout(location=0 ) temp 4-component vector of float)
0:18 Convert int to float (temp float)
0:18 'r07' (temp int)
0:19 Sequence
0:19 move second child to first child (temp structure{temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float color})
0:19 'ps_output' (temp structure{temp 4-component vector of float color})
0:19 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color})
0:19 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:19 Branch: Return
0:? Linker Objects
......@@ -72,7 +72,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:21 Function Definition: main( (global structure{temp 4-component vector of float color})
0:21 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color})
0:5 Function Parameters:
0:? Sequence
0:7 Sequence
......@@ -121,17 +121,17 @@ gl_FragCoord origin is upper left
0:15 Constant:
0:15 58 (const uint)
0:18 move second child to first child (temp 4-component vector of float)
0:18 color: direct index for structure (temp 4-component vector of float)
0:18 'ps_output' (temp structure{temp 4-component vector of float color})
0:18 color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:18 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:18 Constant:
0:18 0 (const int)
0:18 Construct vec4 (temp 4-component vector of float)
0:18 Construct vec4 (layout(location=0 ) temp 4-component vector of float)
0:18 Convert int to float (temp float)
0:18 'r07' (temp int)
0:19 Sequence
0:19 move second child to first child (temp structure{temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float color})
0:19 'ps_output' (temp structure{temp 4-component vector of float color})
0:19 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color})
0:19 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color})
0:19 Branch: Return
0:? Linker Objects
......@@ -158,6 +158,7 @@ gl_FragCoord origin is upper left
MemberName 30(PS_OUTPUT) 0 "color"
Name 32 "ps_output"
Name 40 "@entryPointOutput"
MemberDecorate 30(PS_OUTPUT) 0 Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -110,7 +110,7 @@ gl_FragCoord origin is upper left
0:43 '' (in 1-component vector of bool)
0:143 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:46 Function Parameters:
0:46 'input' (in 4-component vector of float)
0:46 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:53 Function Call: foo1(d1;b1; (global void)
0:53 'd' (temp double)
......@@ -351,7 +351,7 @@ gl_FragCoord origin is upper left
0:141 Sequence
0:141 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:141 'input' (in 4-component vector of float)
0:141 'input' (layout(location=0 ) in 4-component vector of float)
0:141 Branch: Return
0:? Linker Objects
......@@ -470,7 +470,7 @@ gl_FragCoord origin is upper left
0:43 '' (in 1-component vector of bool)
0:143 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:46 Function Parameters:
0:46 'input' (in 4-component vector of float)
0:46 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:53 Function Call: foo1(d1;b1; (global void)
0:53 'd' (temp double)
......@@ -711,7 +711,7 @@ gl_FragCoord origin is upper left
0:141 Sequence
0:141 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:141 'input' (in 4-component vector of float)
0:141 'input' (layout(location=0 ) in 4-component vector of float)
0:141 Branch: Return
0:? Linker Objects
......@@ -909,6 +909,7 @@ gl_FragCoord origin is upper left
Name 500 "param"
Name 504 "@entryPointOutput"
Name 506 "input"
Decorate 506(input) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 64
......
......@@ -2,7 +2,7 @@ hlsl.pp.line.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:131 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:131 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:4 Function Parameters:
0:? Sequence
0:124 Sequence
......@@ -11,8 +11,8 @@ gl_FragCoord origin is upper left
0:124 Constant:
0:124 124 (const int)
0:126 move second child to first child (temp 4-component vector of float)
0:126 Color: direct index for structure (temp 4-component vector of float)
0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:126 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:126 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:126 Constant:
0:126 0 (const int)
0:? Construct vec4 (temp 4-component vector of float)
......@@ -26,15 +26,15 @@ gl_FragCoord origin is upper left
0:126 1.000000
0:127 move second child to first child (temp float)
0:127 Depth: direct index for structure (temp float FragDepth)
0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:127 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:127 Constant:
0:127 1 (const int)
0:127 Constant:
0:127 1.000000
0:129 Sequence
0:129 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:129 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:129 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:129 Branch: Return
0:? Linker Objects
......@@ -45,7 +45,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:131 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:131 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:4 Function Parameters:
0:? Sequence
0:124 Sequence
......@@ -54,8 +54,8 @@ gl_FragCoord origin is upper left
0:124 Constant:
0:124 124 (const int)
0:126 move second child to first child (temp 4-component vector of float)
0:126 Color: direct index for structure (temp 4-component vector of float)
0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:126 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:126 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:126 Constant:
0:126 0 (const int)
0:? Construct vec4 (temp 4-component vector of float)
......@@ -69,15 +69,15 @@ gl_FragCoord origin is upper left
0:126 1.000000
0:127 move second child to first child (temp float)
0:127 Depth: direct index for structure (temp float FragDepth)
0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:127 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:127 Constant:
0:127 1 (const int)
0:127 Constant:
0:127 1.000000
0:129 Sequence
0:129 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:129 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:129 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:129 Branch: Return
0:? Linker Objects
......@@ -97,6 +97,7 @@ gl_FragCoord origin is upper left
MemberName 12(PS_OUTPUT) 1 "Depth"
Name 14 "psout"
Name 27 "@entryPointOutput"
MemberDecorate 12(PS_OUTPUT) 0 Location 0
MemberDecorate 12(PS_OUTPUT) 1 BuiltIn FragDepth
2: TypeVoid
3: TypeFunction 2
......
......@@ -4,10 +4,10 @@ gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' (in 4-component vector of float)
0:7 'a2' (in 4-component vector of float)
0:7 'a3' (in 4-component vector of float)
0:7 'a4' (in 4-component vector of float)
0:7 'a1' (layout(location=0 ) in 4-component vector of float)
0:7 'a2' (layout(location=1 ) in 4-component vector of float)
0:7 'a3' (layout(location=2 ) in 4-component vector of float)
0:7 'a4' (layout(location=3 ) in 4-component vector of float)
0:? Sequence
0:8 Sequence
0:8 move second child to first child (temp 4-component vector of float)
......@@ -15,15 +15,15 @@ gl_FragCoord origin is upper left
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 'a1' (in 4-component vector of float)
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 component-wise multiply (temp 4-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 'a3' (in 4-component vector of float)
0:8 'a4' (in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
0:8 'a3' (layout(location=2 ) in 4-component vector of float)
0:8 'a4' (layout(location=3 ) in 4-component vector of float)
0:? Construct vec4 (temp 4-component vector of float)
0:8 component-wise multiply (temp 3-component vector of float)
0:8 vector swizzle (temp 3-component vector of float)
0:8 'a1' (in 4-component vector of float)
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
......@@ -32,7 +32,7 @@ gl_FragCoord origin is upper left
0:8 Constant:
0:8 2 (const int)
0:8 vector swizzle (temp 3-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
......@@ -41,7 +41,7 @@ gl_FragCoord origin is upper left
0:8 Constant:
0:8 2 (const int)
0:8 direct index (temp float)
0:8 'a3' (in 4-component vector of float)
0:8 'a3' (layout(location=2 ) in 4-component vector of float)
0:8 Constant:
0:8 3 (const int)
0:8 Branch: Return
......@@ -56,10 +56,10 @@ gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' (in 4-component vector of float)
0:7 'a2' (in 4-component vector of float)
0:7 'a3' (in 4-component vector of float)
0:7 'a4' (in 4-component vector of float)
0:7 'a1' (layout(location=0 ) in 4-component vector of float)
0:7 'a2' (layout(location=1 ) in 4-component vector of float)
0:7 'a3' (layout(location=2 ) in 4-component vector of float)
0:7 'a4' (layout(location=3 ) in 4-component vector of float)
0:? Sequence
0:8 Sequence
0:8 move second child to first child (temp 4-component vector of float)
......@@ -67,15 +67,15 @@ gl_FragCoord origin is upper left
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 'a1' (in 4-component vector of float)
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 component-wise multiply (temp 4-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 'a3' (in 4-component vector of float)
0:8 'a4' (in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
0:8 'a3' (layout(location=2 ) in 4-component vector of float)
0:8 'a4' (layout(location=3 ) in 4-component vector of float)
0:? Construct vec4 (temp 4-component vector of float)
0:8 component-wise multiply (temp 3-component vector of float)
0:8 vector swizzle (temp 3-component vector of float)
0:8 'a1' (in 4-component vector of float)
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
......@@ -84,7 +84,7 @@ gl_FragCoord origin is upper left
0:8 Constant:
0:8 2 (const int)
0:8 vector swizzle (temp 3-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
......@@ -93,7 +93,7 @@ gl_FragCoord origin is upper left
0:8 Constant:
0:8 2 (const int)
0:8 direct index (temp float)
0:8 'a3' (in 4-component vector of float)
0:8 'a3' (layout(location=2 ) in 4-component vector of float)
0:8 Constant:
0:8 3 (const int)
0:8 Branch: Return
......@@ -114,6 +114,10 @@ gl_FragCoord origin is upper left
Name 13 "a2"
Name 15 "a3"
Name 19 "a4"
Decorate 11(a1) Location 0
Decorate 13(a2) Location 1
Decorate 15(a3) Location 2
Decorate 19(a4) Location 3
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -4,10 +4,10 @@ gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int)
0:7 Function Parameters:
0:7 'a1' (in int)
0:7 'a2' (in int)
0:7 'a3' (in int)
0:7 'a4' (in int)
0:7 'a1' (layout(location=0 ) in int)
0:7 'a2' (layout(location=1 ) in int)
0:7 'a3' (layout(location=2 ) in int)
0:7 'a4' (layout(location=3 ) in int)
0:? Sequence
0:8 Sequence
0:8 move second child to first child (temp int)
......@@ -16,17 +16,17 @@ gl_FragCoord origin is upper left
0:8 left-shift (temp int)
0:8 add (temp int)
0:8 component-wise multiply (temp int)
0:8 'a1' (in int)
0:8 'a2' (in int)
0:8 'a3' (in int)
0:8 'a4' (in int)
0:8 'a1' (layout(location=0 ) in int)
0:8 'a2' (layout(location=1 ) in int)
0:8 'a3' (layout(location=2 ) in int)
0:8 'a4' (layout(location=3 ) in int)
0:8 left-shift (temp int)
0:8 'a1' (in int)
0:8 'a1' (layout(location=0 ) in int)
0:8 add (temp int)
0:8 'a2' (in int)
0:8 'a2' (layout(location=1 ) in int)
0:8 component-wise multiply (temp int)
0:8 'a3' (in int)
0:8 'a4' (in int)
0:8 'a3' (layout(location=2 ) in int)
0:8 'a4' (layout(location=3 ) in int)
0:8 Branch: Return
0:? Linker Objects
......@@ -39,10 +39,10 @@ gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int)
0:7 Function Parameters:
0:7 'a1' (in int)
0:7 'a2' (in int)
0:7 'a3' (in int)
0:7 'a4' (in int)
0:7 'a1' (layout(location=0 ) in int)
0:7 'a2' (layout(location=1 ) in int)
0:7 'a3' (layout(location=2 ) in int)
0:7 'a4' (layout(location=3 ) in int)
0:? Sequence
0:8 Sequence
0:8 move second child to first child (temp int)
......@@ -51,17 +51,17 @@ gl_FragCoord origin is upper left
0:8 left-shift (temp int)
0:8 add (temp int)
0:8 component-wise multiply (temp int)
0:8 'a1' (in int)
0:8 'a2' (in int)
0:8 'a3' (in int)
0:8 'a4' (in int)
0:8 'a1' (layout(location=0 ) in int)
0:8 'a2' (layout(location=1 ) in int)
0:8 'a3' (layout(location=2 ) in int)
0:8 'a4' (layout(location=3 ) in int)
0:8 left-shift (temp int)
0:8 'a1' (in int)
0:8 'a1' (layout(location=0 ) in int)
0:8 add (temp int)
0:8 'a2' (in int)
0:8 'a2' (layout(location=1 ) in int)
0:8 component-wise multiply (temp int)
0:8 'a3' (in int)
0:8 'a4' (in int)
0:8 'a3' (layout(location=2 ) in int)
0:8 'a4' (layout(location=3 ) in int)
0:8 Branch: Return
0:? Linker Objects
......@@ -80,6 +80,10 @@ gl_FragCoord origin is upper left
Name 12 "a2"
Name 15 "a3"
Name 18 "a4"
Decorate 10(a1) Location 0
Decorate 12(a2) Location 1
Decorate 15(a3) Location 2
Decorate 18(a4) Location 3
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
......
......@@ -6,12 +6,12 @@ gl_FragCoord origin is upper left
0:6 Function Parameters:
0:6 'myfloat' (noContraction in float)
0:6 'myfloat3' (noContraction out 3-component vector of float)
0:15 Function Definition: main( (global structure{noContraction temp 4-component vector of float color})
0:15 Function Definition: main( (global structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:9 Function Parameters:
0:? Sequence
0:11 move second child to first child (noContraction temp 4-component vector of float)
0:11 color: direct index for structure (noContraction temp 4-component vector of float)
0:11 'ps_output' (temp structure{noContraction temp 4-component vector of float color})
0:11 color: direct index for structure (layout(location=0 ) noContraction temp 4-component vector of float)
0:11 'ps_output' (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
......@@ -20,9 +20,9 @@ gl_FragCoord origin is upper left
0:11 1.000000
0:11 1.000000
0:12 Sequence
0:12 move second child to first child (temp structure{noContraction temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{noContraction temp 4-component vector of float color})
0:12 'ps_output' (temp structure{noContraction temp 4-component vector of float color})
0:12 move second child to first child (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:12 'ps_output' (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:12 Branch: Return
0:? Linker Objects
0:? 'precisefloat' (noContraction global float)
......@@ -38,12 +38,12 @@ gl_FragCoord origin is upper left
0:6 Function Parameters:
0:6 'myfloat' (noContraction in float)
0:6 'myfloat3' (noContraction out 3-component vector of float)
0:15 Function Definition: main( (global structure{noContraction temp 4-component vector of float color})
0:15 Function Definition: main( (global structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:9 Function Parameters:
0:? Sequence
0:11 move second child to first child (noContraction temp 4-component vector of float)
0:11 color: direct index for structure (noContraction temp 4-component vector of float)
0:11 'ps_output' (temp structure{noContraction temp 4-component vector of float color})
0:11 color: direct index for structure (layout(location=0 ) noContraction temp 4-component vector of float)
0:11 'ps_output' (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
......@@ -52,9 +52,9 @@ gl_FragCoord origin is upper left
0:11 1.000000
0:11 1.000000
0:12 Sequence
0:12 move second child to first child (temp structure{noContraction temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{noContraction temp 4-component vector of float color})
0:12 'ps_output' (temp structure{noContraction temp 4-component vector of float color})
0:12 move second child to first child (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:12 'ps_output' (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color})
0:12 Branch: Return
0:? Linker Objects
0:? 'precisefloat' (noContraction global float)
......@@ -77,6 +77,7 @@ gl_FragCoord origin is upper left
Name 18 "ps_output"
Name 26 "@entryPointOutput"
Name 30 "precisefloat"
MemberDecorate 16(PS_OUTPUT) 0 Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -237,7 +237,7 @@ gl_FragCoord origin is upper left
0:49 Branch: Return with expression
0:49 Convert float to double (temp 3-component vector of double)
0:49 'f3' (uniform 3-component vector of float)
0:202 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:202 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color})
0:52 Function Parameters:
0:? Sequence
0:54 Sequence
......@@ -491,15 +491,15 @@ gl_FragCoord origin is upper left
0:196 Convert int to float (temp float)
0:196 'c2' (temp int)
0:199 move second child to first child (temp 4-component vector of float)
0:199 Color: direct index for structure (temp 4-component vector of float)
0:199 'psout' (temp structure{temp 4-component vector of float Color})
0:199 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:199 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color})
0:199 Constant:
0:199 0 (const int)
0:199 'outval' (temp 4-component vector of float)
0:200 Sequence
0:200 move second child to first child (temp structure{temp 4-component vector of float Color})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color})
0:200 'psout' (temp structure{temp 4-component vector of float Color})
0:200 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color})
0:200 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color})
0:200 Branch: Return
0:? Linker Objects
0:? 'i3' (uniform 3-component vector of int)
......@@ -755,7 +755,7 @@ gl_FragCoord origin is upper left
0:49 Branch: Return with expression
0:49 Convert float to double (temp 3-component vector of double)
0:49 'f3' (uniform 3-component vector of float)
0:202 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:202 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color})
0:52 Function Parameters:
0:? Sequence
0:54 Sequence
......@@ -1009,15 +1009,15 @@ gl_FragCoord origin is upper left
0:196 Convert int to float (temp float)
0:196 'c2' (temp int)
0:199 move second child to first child (temp 4-component vector of float)
0:199 Color: direct index for structure (temp 4-component vector of float)
0:199 'psout' (temp structure{temp 4-component vector of float Color})
0:199 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:199 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color})
0:199 Constant:
0:199 0 (const int)
0:199 'outval' (temp 4-component vector of float)
0:200 Sequence
0:200 move second child to first child (temp structure{temp 4-component vector of float Color})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color})
0:200 'psout' (temp structure{temp 4-component vector of float Color})
0:200 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color})
0:200 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color})
0:200 Branch: Return
0:? Linker Objects
0:? 'i3' (uniform 3-component vector of int)
......@@ -1129,6 +1129,7 @@ gl_FragCoord origin is upper left
MemberName 471(PS_OUTPUT) 0 "Color"
Name 473 "psout"
Name 477 "@entryPointOutput"
MemberDecorate 471(PS_OUTPUT) 0 Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......
......@@ -2,7 +2,7 @@ hlsl.sample.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -105,8 +105,8 @@ gl_FragCoord origin is upper left
0:? 0.900000
0:? 1.000000
0:39 move second child to first child (temp 4-component vector of float)
0:39 Color: direct index for structure (temp 4-component vector of float)
0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
......@@ -116,15 +116,15 @@ gl_FragCoord origin is upper left
0:39 1.000000
0:40 move second child to first child (temp float)
0:40 Depth: direct index for structure (temp float FragDepth)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Sequence
0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -146,7 +146,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -249,8 +249,8 @@ gl_FragCoord origin is upper left
0:? 0.900000
0:? 1.000000
0:39 move second child to first child (temp 4-component vector of float)
0:39 Color: direct index for structure (temp 4-component vector of float)
0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
......@@ -260,15 +260,15 @@ gl_FragCoord origin is upper left
0:39 1.000000
0:40 move second child to first child (temp float)
0:40 Depth: direct index for structure (temp float FragDepth)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Sequence
0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -332,6 +332,7 @@ gl_FragCoord origin is upper left
Decorate 90(g_tTexcdf4) DescriptorSet 0
Decorate 100(g_tTexcdi4) DescriptorSet 0
Decorate 110(g_tTexcdu4) DescriptorSet 0
MemberDecorate 120(PS_OUTPUT) 0 Location 0
MemberDecorate 120(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 133(g_tTex1df4a) DescriptorSet 0
Decorate 133(g_tTex1df4a) Binding 1
......
......@@ -4,7 +4,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:91 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:91 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:53 Function Parameters:
0:? Sequence
0:57 move second child to first child (temp int)
......@@ -215,8 +215,8 @@ gl_FragCoord origin is upper left
0:? 0.800000
0:? 0.900000
0:86 move second child to first child (temp 4-component vector of float)
0:86 Color: direct index for structure (temp 4-component vector of float)
0:86 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:86 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:86 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:86 Constant:
0:86 0 (const int)
0:86 Constant:
......@@ -226,15 +226,15 @@ gl_FragCoord origin is upper left
0:86 1.000000
0:87 move second child to first child (temp float)
0:87 Depth: direct index for structure (temp float FragDepth)
0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:87 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:87 Constant:
0:87 1 (const int)
0:87 Constant:
0:87 1.000000
0:89 Sequence
0:89 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:89 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:89 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:89 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -261,7 +261,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:91 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:91 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:53 Function Parameters:
0:? Sequence
0:57 move second child to first child (temp int)
......@@ -472,8 +472,8 @@ gl_FragCoord origin is upper left
0:? 0.800000
0:? 0.900000
0:86 move second child to first child (temp 4-component vector of float)
0:86 Color: direct index for structure (temp 4-component vector of float)
0:86 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:86 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:86 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:86 Constant:
0:86 0 (const int)
0:86 Constant:
......@@ -483,15 +483,15 @@ gl_FragCoord origin is upper left
0:86 1.000000
0:87 move second child to first child (temp float)
0:87 Depth: direct index for structure (temp float FragDepth)
0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:87 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:87 Constant:
0:87 1 (const int)
0:87 Constant:
0:87 1.000000
0:89 Sequence
0:89 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:89 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:89 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:89 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -584,6 +584,7 @@ gl_FragCoord origin is upper left
Decorate 147(g_tTexcdf4) DescriptorSet 0
Decorate 156(g_tTexcdi4) DescriptorSet 0
Decorate 165(g_tTexcdu4) DescriptorSet 0
MemberDecorate 171(PS_OUTPUT) 0 Location 0
MemberDecorate 171(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 183(g_sSamp2d) DescriptorSet 0
Decorate 184(g_sSamp2D_b) DescriptorSet 0
......
......@@ -2,7 +2,7 @@ hlsl.sample.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -123,8 +123,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? -1 (const int)
0:45 move second child to first child (temp 4-component vector of float)
0:45 Color: direct index for structure (temp 4-component vector of float)
0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Constant:
0:45 0 (const int)
0:45 Constant:
......@@ -134,15 +134,15 @@ gl_FragCoord origin is upper left
0:45 1.000000
0:46 move second child to first child (temp float)
0:46 Depth: direct index for structure (temp float FragDepth)
0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 1.000000
0:48 Sequence
0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -167,7 +167,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -288,8 +288,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? -1 (const int)
0:45 move second child to first child (temp 4-component vector of float)
0:45 Color: direct index for structure (temp 4-component vector of float)
0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Constant:
0:45 0 (const int)
0:45 Constant:
......@@ -299,15 +299,15 @@ gl_FragCoord origin is upper left
0:45 1.000000
0:46 move second child to first child (temp float)
0:46 Depth: direct index for structure (temp float FragDepth)
0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 1.000000
0:48 Sequence
0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -376,6 +376,7 @@ gl_FragCoord origin is upper left
Decorate 92(g_tTex3df4) DescriptorSet 0
Decorate 105(g_tTex3di4) DescriptorSet 0
Decorate 116(g_tTex3du4) DescriptorSet 0
MemberDecorate 127(PS_OUTPUT) 0 Location 0
MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 139(g_tTex1df4a) DescriptorSet 0
Decorate 139(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.sample.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......@@ -84,8 +84,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? 1 (const int)
0:33 move second child to first child (temp 4-component vector of float)
0:33 Color: direct index for structure (temp 4-component vector of float)
0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
......@@ -95,15 +95,15 @@ gl_FragCoord origin is upper left
0:33 1.000000
0:34 move second child to first child (temp float)
0:34 Depth: direct index for structure (temp float FragDepth)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 1.000000
0:36 Sequence
0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -122,7 +122,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......@@ -204,8 +204,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? 1 (const int)
0:33 move second child to first child (temp 4-component vector of float)
0:33 Color: direct index for structure (temp 4-component vector of float)
0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
......@@ -215,15 +215,15 @@ gl_FragCoord origin is upper left
0:33 1.000000
0:34 move second child to first child (temp float)
0:34 Depth: direct index for structure (temp float FragDepth)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 1.000000
0:36 Sequence
0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -274,6 +274,7 @@ gl_FragCoord origin is upper left
Decorate 59(g_tTex2df4) DescriptorSet 0
Decorate 72(g_tTex2di4) DescriptorSet 0
Decorate 83(g_tTex2du4) DescriptorSet 0
MemberDecorate 93(PS_OUTPUT) 0 Location 0
MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 105(g_tTex1df4a) DescriptorSet 0
Decorate 105(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.samplebias.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -123,8 +123,8 @@ gl_FragCoord origin is upper left
0:37 Constant:
0:37 0.500000
0:39 move second child to first child (temp 4-component vector of float)
0:39 Color: direct index for structure (temp 4-component vector of float)
0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
......@@ -134,15 +134,15 @@ gl_FragCoord origin is upper left
0:39 1.000000
0:40 move second child to first child (temp float)
0:40 Depth: direct index for structure (temp float FragDepth)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Sequence
0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -164,7 +164,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
0:37 Constant:
0:37 0.500000
0:39 move second child to first child (temp 4-component vector of float)
0:39 Color: direct index for structure (temp 4-component vector of float)
0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
......@@ -296,15 +296,15 @@ gl_FragCoord origin is upper left
0:39 1.000000
0:40 move second child to first child (temp float)
0:40 Depth: direct index for structure (temp float FragDepth)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Sequence
0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:42 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -368,6 +368,7 @@ gl_FragCoord origin is upper left
Decorate 90(g_tTexcdf4) DescriptorSet 0
Decorate 100(g_tTexcdi4) DescriptorSet 0
Decorate 110(g_tTexcdu4) DescriptorSet 0
MemberDecorate 120(PS_OUTPUT) 0 Location 0
MemberDecorate 120(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 133(g_tTex1df4a) DescriptorSet 0
Decorate 133(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.samplebias.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:52 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:52 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -153,8 +153,8 @@ gl_FragCoord origin is upper left
0:45 Constant:
0:45 0.500000
0:47 move second child to first child (temp 4-component vector of float)
0:47 Color: direct index for structure (temp 4-component vector of float)
0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 Constant:
0:47 0 (const int)
0:47 Constant:
......@@ -164,15 +164,15 @@ gl_FragCoord origin is upper left
0:47 1.000000
0:48 move second child to first child (temp float)
0:48 Depth: direct index for structure (temp float FragDepth)
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Constant:
0:48 1 (const int)
0:48 Constant:
0:48 1.000000
0:50 Sequence
0:50 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -197,7 +197,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:52 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:52 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -348,8 +348,8 @@ gl_FragCoord origin is upper left
0:45 Constant:
0:45 0.500000
0:47 move second child to first child (temp 4-component vector of float)
0:47 Color: direct index for structure (temp 4-component vector of float)
0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:47 Constant:
0:47 0 (const int)
0:47 Constant:
......@@ -359,15 +359,15 @@ gl_FragCoord origin is upper left
0:47 1.000000
0:48 move second child to first child (temp float)
0:48 Depth: direct index for structure (temp float FragDepth)
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Constant:
0:48 1 (const int)
0:48 Constant:
0:48 1.000000
0:50 Sequence
0:50 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -442,6 +442,7 @@ gl_FragCoord origin is upper left
Decorate 119(g_tTexcdf4) DescriptorSet 0
Decorate 128(g_tTexcdi4) DescriptorSet 0
Decorate 137(g_tTexcdu4) DescriptorSet 0
MemberDecorate 143(PS_OUTPUT) 0 Location 0
MemberDecorate 143(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 157(g_tTex1df4a) DescriptorSet 0
Decorate 157(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.samplebias.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -141,8 +141,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? -1 (const int)
0:45 move second child to first child (temp 4-component vector of float)
0:45 Color: direct index for structure (temp 4-component vector of float)
0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Constant:
0:45 0 (const int)
0:45 Constant:
......@@ -152,15 +152,15 @@ gl_FragCoord origin is upper left
0:45 1.000000
0:46 move second child to first child (temp float)
0:46 Depth: direct index for structure (temp float FragDepth)
0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 1.000000
0:48 Sequence
0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -185,7 +185,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -324,8 +324,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? -1 (const int)
0:45 move second child to first child (temp 4-component vector of float)
0:45 Color: direct index for structure (temp 4-component vector of float)
0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Constant:
0:45 0 (const int)
0:45 Constant:
......@@ -335,15 +335,15 @@ gl_FragCoord origin is upper left
0:45 1.000000
0:46 move second child to first child (temp float)
0:46 Depth: direct index for structure (temp float FragDepth)
0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 1.000000
0:48 Sequence
0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -412,6 +412,7 @@ gl_FragCoord origin is upper left
Decorate 92(g_tTex3df4) DescriptorSet 0
Decorate 105(g_tTex3di4) DescriptorSet 0
Decorate 116(g_tTex3du4) DescriptorSet 0
MemberDecorate 127(PS_OUTPUT) 0 Location 0
MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 139(g_tTex1df4a) DescriptorSet 0
Decorate 139(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.samplebias.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......@@ -96,8 +96,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? 1 (const int)
0:33 move second child to first child (temp 4-component vector of float)
0:33 Color: direct index for structure (temp 4-component vector of float)
0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
......@@ -107,15 +107,15 @@ gl_FragCoord origin is upper left
0:33 1.000000
0:34 move second child to first child (temp float)
0:34 Depth: direct index for structure (temp float FragDepth)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 1.000000
0:36 Sequence
0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -134,7 +134,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......@@ -228,8 +228,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? 1 (const int)
0:33 move second child to first child (temp 4-component vector of float)
0:33 Color: direct index for structure (temp 4-component vector of float)
0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
......@@ -239,15 +239,15 @@ gl_FragCoord origin is upper left
0:33 1.000000
0:34 move second child to first child (temp float)
0:34 Depth: direct index for structure (temp float FragDepth)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 1.000000
0:36 Sequence
0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:36 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -298,6 +298,7 @@ gl_FragCoord origin is upper left
Decorate 60(g_tTex2df4) DescriptorSet 0
Decorate 73(g_tTex2di4) DescriptorSet 0
Decorate 83(g_tTex2du4) DescriptorSet 0
MemberDecorate 93(PS_OUTPUT) 0 Location 0
MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 105(g_tTex1df4a) DescriptorSet 0
Decorate 105(g_tTex1df4a) Binding 1
......
......@@ -2,7 +2,7 @@ hlsl.samplecmp.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:61 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:61 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -132,8 +132,8 @@ gl_FragCoord origin is upper left
0:54 Constant:
0:54 0.750000
0:56 move second child to first child (temp 4-component vector of float)
0:56 Color: direct index for structure (temp 4-component vector of float)
0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:56 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:56 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
......@@ -143,15 +143,15 @@ gl_FragCoord origin is upper left
0:56 1.000000
0:57 move second child to first child (temp float)
0:57 Depth: direct index for structure (temp float FragDepth)
0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 1.000000
0:59 Sequence
0:59 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -184,7 +184,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:61 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:61 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -314,8 +314,8 @@ gl_FragCoord origin is upper left
0:54 Constant:
0:54 0.750000
0:56 move second child to first child (temp 4-component vector of float)
0:56 Color: direct index for structure (temp 4-component vector of float)
0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:56 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:56 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
......@@ -325,15 +325,15 @@ gl_FragCoord origin is upper left
0:56 1.000000
0:57 move second child to first child (temp float)
0:57 Depth: direct index for structure (temp float FragDepth)
0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 1.000000
0:59 Sequence
0:59 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:59 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -418,6 +418,7 @@ gl_FragCoord origin is upper left
Decorate 96(g_tTexcdf4a) DescriptorSet 0
Decorate 110(g_tTexcdi4a) DescriptorSet 0
Decorate 121(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 129(PS_OUTPUT) 0 Location 0
MemberDecorate 129(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 145(g_tTex1df4) DescriptorSet 0
Decorate 145(g_tTex1df4) Binding 0
......
......@@ -2,7 +2,7 @@ hlsl.samplecmp.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:62 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:62 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -123,8 +123,8 @@ gl_FragCoord origin is upper left
0:55 Constant:
0:55 0.750000
0:57 move second child to first child (temp 4-component vector of float)
0:57 Color: direct index for structure (temp 4-component vector of float)
0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
......@@ -134,15 +134,15 @@ gl_FragCoord origin is upper left
0:57 1.000000
0:58 move second child to first child (temp float)
0:58 Depth: direct index for structure (temp float FragDepth)
0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:58 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:58 Constant:
0:58 1 (const int)
0:58 Constant:
0:58 1.000000
0:60 Sequence
0:60 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -175,7 +175,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:62 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:62 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -296,8 +296,8 @@ gl_FragCoord origin is upper left
0:55 Constant:
0:55 0.750000
0:57 move second child to first child (temp 4-component vector of float)
0:57 Color: direct index for structure (temp 4-component vector of float)
0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
......@@ -307,15 +307,15 @@ gl_FragCoord origin is upper left
0:57 1.000000
0:58 move second child to first child (temp float)
0:58 Depth: direct index for structure (temp float FragDepth)
0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:58 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:58 Constant:
0:58 1 (const int)
0:58 Constant:
0:58 1.000000
0:60 Sequence
0:60 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
......@@ -401,6 +401,7 @@ gl_FragCoord origin is upper left
Decorate 90(g_tTexcdf4) DescriptorSet 0
Decorate 105(g_tTexcdi4) DescriptorSet 0
Decorate 117(g_tTexcdu4) DescriptorSet 0
MemberDecorate 127(PS_OUTPUT) 0 Location 0
MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 143(g_tTex3df4) DescriptorSet 0
Decorate 146(g_tTex3di4) DescriptorSet 0
......
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