blob: 1b3acf9fe13dd5fd4568685f3dc87e6a039ef063 [file] [log] [blame]
hlsl.load.2dms.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:32 textureFetch ( temp 4-component vector of float)
0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
0:32 c2: direct index for structure ( uniform 2-component vector of int)
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:32 Constant:
0:32 1 (const uint)
0:32 Constant:
0:32 3 (const int)
0:33 textureFetch ( temp 4-component vector of int)
0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:33 c2: direct index for structure ( uniform 2-component vector of int)
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:33 Constant:
0:33 1 (const uint)
0:33 Constant:
0:33 3 (const int)
0:34 textureFetch ( temp 4-component vector of uint)
0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:34 c2: direct index for structure ( uniform 2-component vector of int)
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:34 Constant:
0:34 1 (const uint)
0:34 Constant:
0:34 3 (const int)
0:37 textureFetchOffset ( temp 4-component vector of float)
0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
0:37 c2: direct index for structure ( uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:37 Constant:
0:37 1 (const uint)
0:37 Constant:
0:37 3 (const int)
0:37 o2: direct index for structure ( uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:37 Constant:
0:37 5 (const uint)
0:38 textureFetchOffset ( temp 4-component vector of int)
0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:38 c2: direct index for structure ( uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 3 (const int)
0:38 o2: direct index for structure ( uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:38 Constant:
0:38 5 (const uint)
0:39 textureFetchOffset ( temp 4-component vector of uint)
0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:39 c2: direct index for structure ( uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 3 (const int)
0:39 o2: direct index for structure ( uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:39 Constant:
0:39 5 (const uint)
0:42 textureFetch ( temp 4-component vector of float)
0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:42 c3: direct index for structure ( uniform 3-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:42 Constant:
0:42 2 (const uint)
0:42 Constant:
0:42 3 (const int)
0:43 textureFetch ( temp 4-component vector of int)
0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:43 c3: direct index for structure ( uniform 3-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:43 Constant:
0:43 2 (const uint)
0:43 Constant:
0:43 3 (const int)
0:44 textureFetch ( temp 4-component vector of uint)
0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:44 c3: direct index for structure ( uniform 3-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 3 (const int)
0:47 textureFetchOffset ( temp 4-component vector of float)
0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:47 c3: direct index for structure ( uniform 3-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
0:47 3 (const int)
0:47 o2: direct index for structure ( uniform 2-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:47 Constant:
0:47 5 (const uint)
0:48 textureFetchOffset ( temp 4-component vector of int)
0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:48 c3: direct index for structure ( uniform 3-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:48 Constant:
0:48 2 (const uint)
0:48 Constant:
0:48 3 (const int)
0:48 o2: direct index for structure ( uniform 2-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:48 Constant:
0:48 5 (const uint)
0:49 textureFetchOffset ( temp 4-component vector of uint)
0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:49 c3: direct index for structure ( uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 2 (const uint)
0:49 Constant:
0:49 3 (const int)
0:49 o2: direct index for structure ( uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 5 (const uint)
0:51 move second child to first child ( temp 4-component vector of float)
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 Depth})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 1.000000
0:51 1.000000
0:51 1.000000
0:51 1.000000
0:52 move second child to first child ( temp float)
0:52 Depth: direct index for structure ( temp float)
0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 1.000000
0:54 Branch: Return with expression
0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( ( temp void)
0:28 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:28 Color: direct index for structure ( temp 4-component vector of float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 0 (const int)
0:28 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:28 Depth: direct index for structure ( temp float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
0:? 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:? 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:32 textureFetch ( temp 4-component vector of float)
0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
0:32 c2: direct index for structure ( uniform 2-component vector of int)
0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:32 Constant:
0:32 1 (const uint)
0:32 Constant:
0:32 3 (const int)
0:33 textureFetch ( temp 4-component vector of int)
0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:33 c2: direct index for structure ( uniform 2-component vector of int)
0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:33 Constant:
0:33 1 (const uint)
0:33 Constant:
0:33 3 (const int)
0:34 textureFetch ( temp 4-component vector of uint)
0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:34 c2: direct index for structure ( uniform 2-component vector of int)
0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:34 Constant:
0:34 1 (const uint)
0:34 Constant:
0:34 3 (const int)
0:37 textureFetchOffset ( temp 4-component vector of float)
0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
0:37 c2: direct index for structure ( uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:37 Constant:
0:37 1 (const uint)
0:37 Constant:
0:37 3 (const int)
0:37 o2: direct index for structure ( uniform 2-component vector of int)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:37 Constant:
0:37 5 (const uint)
0:38 textureFetchOffset ( temp 4-component vector of int)
0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:38 c2: direct index for structure ( uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 3 (const int)
0:38 o2: direct index for structure ( uniform 2-component vector of int)
0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:38 Constant:
0:38 5 (const uint)
0:39 textureFetchOffset ( temp 4-component vector of uint)
0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:39 c2: direct index for structure ( uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 3 (const int)
0:39 o2: direct index for structure ( uniform 2-component vector of int)
0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:39 Constant:
0:39 5 (const uint)
0:42 textureFetch ( temp 4-component vector of float)
0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:42 c3: direct index for structure ( uniform 3-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:42 Constant:
0:42 2 (const uint)
0:42 Constant:
0:42 3 (const int)
0:43 textureFetch ( temp 4-component vector of int)
0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:43 c3: direct index for structure ( uniform 3-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:43 Constant:
0:43 2 (const uint)
0:43 Constant:
0:43 3 (const int)
0:44 textureFetch ( temp 4-component vector of uint)
0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:44 c3: direct index for structure ( uniform 3-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 3 (const int)
0:47 textureFetchOffset ( temp 4-component vector of float)
0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:47 c3: direct index for structure ( uniform 3-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
0:47 3 (const int)
0:47 o2: direct index for structure ( uniform 2-component vector of int)
0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:47 Constant:
0:47 5 (const uint)
0:48 textureFetchOffset ( temp 4-component vector of int)
0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:48 c3: direct index for structure ( uniform 3-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:48 Constant:
0:48 2 (const uint)
0:48 Constant:
0:48 3 (const int)
0:48 o2: direct index for structure ( uniform 2-component vector of int)
0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:48 Constant:
0:48 5 (const uint)
0:49 textureFetchOffset ( temp 4-component vector of uint)
0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:49 c3: direct index for structure ( uniform 3-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 2 (const uint)
0:49 Constant:
0:49 3 (const int)
0:49 o2: direct index for structure ( uniform 2-component vector of int)
0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:49 Constant:
0:49 5 (const uint)
0:51 move second child to first child ( temp 4-component vector of float)
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 Depth})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 1.000000
0:51 1.000000
0:51 1.000000
0:51 1.000000
0:52 move second child to first child ( temp float)
0:52 Depth: direct index for structure ( temp float)
0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 1.000000
0:54 Branch: Return with expression
0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( ( temp void)
0:28 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:28 Color: direct index for structure ( temp 4-component vector of float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 0 (const int)
0:28 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:28 Depth: direct index for structure ( temp float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
0:? 'g_tTex2dmsi4' ( uniform itexture2DMS)
0:? 'g_tTex2dmsu4' ( uniform utexture2DMS)
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80004
// Id's are bound by 130
Capability Shader
Capability ImageGatherExtended
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 120 124
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 14 "g_tTex2dmsf4"
Name 20 "$Global"
MemberName 20($Global) 0 "c1"
MemberName 20($Global) 1 "c2"
MemberName 20($Global) 2 "c3"
MemberName 20($Global) 3 "c4"
MemberName 20($Global) 4 "o1"
MemberName 20($Global) 5 "o2"
MemberName 20($Global) 6 "o3"
MemberName 20($Global) 7 "o4"
Name 22 ""
Name 31 "g_tTex2dmsi4"
Name 39 "g_tTex2dmsu4"
Name 66 "g_tTex2dmsf4a"
Name 75 "g_tTex2dmsi4a"
Name 82 "g_tTex2dmsu4a"
Name 106 "psout"
Name 117 "flattenTemp"
Name 120 "@entryPointOutput.Color"
Name 124 "@entryPointOutput.Depth"
Name 129 "g_sSamp"
Decorate 14(g_tTex2dmsf4) DescriptorSet 0
MemberDecorate 20($Global) 0 Offset 0
MemberDecorate 20($Global) 1 Offset 8
MemberDecorate 20($Global) 2 Offset 16
MemberDecorate 20($Global) 3 Offset 32
MemberDecorate 20($Global) 4 Offset 48
MemberDecorate 20($Global) 5 Offset 56
MemberDecorate 20($Global) 6 Offset 64
MemberDecorate 20($Global) 7 Offset 80
Decorate 20($Global) Block
Decorate 22 DescriptorSet 0
Decorate 31(g_tTex2dmsi4) DescriptorSet 0
Decorate 39(g_tTex2dmsu4) DescriptorSet 0
Decorate 66(g_tTex2dmsf4a) DescriptorSet 0
Decorate 75(g_tTex2dmsi4a) DescriptorSet 0
Decorate 82(g_tTex2dmsu4a) DescriptorSet 0
Decorate 120(@entryPointOutput.Color) Location 0
Decorate 124(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 129(g_sSamp) DescriptorSet 0
Decorate 129(g_sSamp) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypeImage 6(float) 2D multi-sampled sampled format:Unknown
13: TypePointer UniformConstant 12
14(g_tTex2dmsf4): 13(ptr) Variable UniformConstant
16: TypeInt 32 1
17: TypeVector 16(int) 2
18: TypeVector 16(int) 3
19: TypeVector 16(int) 4
20($Global): TypeStruct 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 16(int) 17(ivec2) 18(ivec3) 19(ivec4)
21: TypePointer Uniform 20($Global)
22: 21(ptr) Variable Uniform
23: 16(int) Constant 1
24: TypePointer Uniform 17(ivec2)
27: 16(int) Constant 3
29: TypeImage 16(int) 2D multi-sampled sampled format:Unknown
30: TypePointer UniformConstant 29
31(g_tTex2dmsi4): 30(ptr) Variable UniformConstant
36: TypeInt 32 0
37: TypeImage 36(int) 2D multi-sampled sampled format:Unknown
38: TypePointer UniformConstant 37
39(g_tTex2dmsu4): 38(ptr) Variable UniformConstant
43: TypeVector 36(int) 4
48: 16(int) Constant 5
64: TypeImage 6(float) 2D array multi-sampled sampled format:Unknown
65: TypePointer UniformConstant 64
66(g_tTex2dmsf4a): 65(ptr) Variable UniformConstant
68: 16(int) Constant 2
69: TypePointer Uniform 18(ivec3)
73: TypeImage 16(int) 2D array multi-sampled sampled format:Unknown
74: TypePointer UniformConstant 73
75(g_tTex2dmsi4a): 74(ptr) Variable UniformConstant
80: TypeImage 36(int) 2D array multi-sampled sampled format:Unknown
81: TypePointer UniformConstant 80
82(g_tTex2dmsu4a): 81(ptr) Variable UniformConstant
105: TypePointer Function 8(PS_OUTPUT)
107: 16(int) Constant 0
108: 6(float) Constant 1065353216
109: 7(fvec4) ConstantComposite 108 108 108 108
110: TypePointer Function 7(fvec4)
112: TypePointer Function 6(float)
119: TypePointer Output 7(fvec4)
120(@entryPointOutput.Color): 119(ptr) Variable Output
123: TypePointer Output 6(float)
124(@entryPointOutput.Depth): 123(ptr) Variable Output
127: TypeSampler
128: TypePointer UniformConstant 127
129(g_sSamp): 128(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
117(flattenTemp): 105(ptr) Variable Function
118:8(PS_OUTPUT) FunctionCall 10(@main()
Store 117(flattenTemp) 118
121: 110(ptr) AccessChain 117(flattenTemp) 107
122: 7(fvec4) Load 121
Store 120(@entryPointOutput.Color) 122
125: 112(ptr) AccessChain 117(flattenTemp) 23
126: 6(float) Load 125
Store 124(@entryPointOutput.Depth) 126
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
106(psout): 105(ptr) Variable Function
15: 12 Load 14(g_tTex2dmsf4)
25: 24(ptr) AccessChain 22 23
26: 17(ivec2) Load 25
28: 7(fvec4) ImageFetch 15 26 Sample 27
32: 29 Load 31(g_tTex2dmsi4)
33: 24(ptr) AccessChain 22 23
34: 17(ivec2) Load 33
35: 19(ivec4) ImageFetch 32 34 Sample 27
40: 37 Load 39(g_tTex2dmsu4)
41: 24(ptr) AccessChain 22 23
42: 17(ivec2) Load 41
44: 43(ivec4) ImageFetch 40 42 Sample 27
45: 12 Load 14(g_tTex2dmsf4)
46: 24(ptr) AccessChain 22 23
47: 17(ivec2) Load 46
49: 24(ptr) AccessChain 22 48
50: 17(ivec2) Load 49
51: 7(fvec4) ImageFetch 45 47 Offset Sample 50 27
52: 29 Load 31(g_tTex2dmsi4)
53: 24(ptr) AccessChain 22 23
54: 17(ivec2) Load 53
55: 24(ptr) AccessChain 22 48
56: 17(ivec2) Load 55
57: 19(ivec4) ImageFetch 52 54 Offset Sample 56 27
58: 37 Load 39(g_tTex2dmsu4)
59: 24(ptr) AccessChain 22 23
60: 17(ivec2) Load 59
61: 24(ptr) AccessChain 22 48
62: 17(ivec2) Load 61
63: 43(ivec4) ImageFetch 58 60 Offset Sample 62 27
67: 64 Load 66(g_tTex2dmsf4a)
70: 69(ptr) AccessChain 22 68
71: 18(ivec3) Load 70
72: 7(fvec4) ImageFetch 67 71 Sample 27
76: 73 Load 75(g_tTex2dmsi4a)
77: 69(ptr) AccessChain 22 68
78: 18(ivec3) Load 77
79: 19(ivec4) ImageFetch 76 78 Sample 27
83: 80 Load 82(g_tTex2dmsu4a)
84: 69(ptr) AccessChain 22 68
85: 18(ivec3) Load 84
86: 43(ivec4) ImageFetch 83 85 Sample 27
87: 64 Load 66(g_tTex2dmsf4a)
88: 69(ptr) AccessChain 22 68
89: 18(ivec3) Load 88
90: 24(ptr) AccessChain 22 48
91: 17(ivec2) Load 90
92: 7(fvec4) ImageFetch 87 89 Offset Sample 91 27
93: 73 Load 75(g_tTex2dmsi4a)
94: 69(ptr) AccessChain 22 68
95: 18(ivec3) Load 94
96: 24(ptr) AccessChain 22 48
97: 17(ivec2) Load 96
98: 19(ivec4) ImageFetch 93 95 Offset Sample 97 27
99: 80 Load 82(g_tTex2dmsu4a)
100: 69(ptr) AccessChain 22 68
101: 18(ivec3) Load 100
102: 24(ptr) AccessChain 22 48
103: 17(ivec2) Load 102
104: 43(ivec4) ImageFetch 99 101 Offset Sample 103 27
111: 110(ptr) AccessChain 106(psout) 107
Store 111 109
113: 112(ptr) AccessChain 106(psout) 23
Store 113 108
114:8(PS_OUTPUT) Load 106(psout)
ReturnValue 114
FunctionEnd