HLSL: add methods to track user structure in texture return type.

Some languages allow a restricted set of user structure types returned from texture sampling
operations.  Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.

This adds underpinnings for that ability.  Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType.  The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down.  Vector returns are handled as before.

There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar).  The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members.  Another query returns the
appropriate TType for the sampler.

High level summary of design:

In the TSampler, this holds an index into the texture structure return type table:

    unsigned int structReturnIndex : structReturnIndexBits;

These are the methods to set or get the return type from the TSampler.  They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.

    bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
    void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;

The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be.  This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
diff --git a/Test/baseResults/hlsl.texture.struct.frag.out b/Test/baseResults/hlsl.texture.struct.frag.out
new file mode 100644
index 0000000..09af451
--- /dev/null
+++ b/Test/baseResults/hlsl.texture.struct.frag.out
@@ -0,0 +1,1184 @@
+hlsl.texture.struct.frag
+Shader version: 500
+gl_FragCoord origin is upper left
+0:? Sequence
+0:38  Function Definition: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38    Function Parameters: 
+0:38      't1' ( in texture2D)
+0:?     Sequence
+0:38      Branch: Return with expression
+0:38        Sequence
+0:38          move second child to first child ( temp 4-component vector of float)
+0:38            '@sampleResultShadow' ( temp 4-component vector of float)
+0:?             texture ( temp 4-component vector of float)
+0:38              Construct combined texture-sampler ( temp sampler2D)
+0:38                't1' ( in texture2D)
+0:38                'g_sSamp' ( uniform sampler)
+0:?               Constant:
+0:?                 0.600000
+0:?                 0.610000
+0:38          move second child to first child ( temp float)
+0:38            c0: direct index for structure ( temp float)
+0:38              '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38              Constant:
+0:38                0 (const uint)
+0:38            direct index ( temp float)
+0:38              '@sampleResultShadow' ( temp 4-component vector of float)
+0:38              Constant:
+0:38                0 (const uint)
+0:38          move second child to first child ( temp float)
+0:38            direct index ( temp float)
+0:38              c1: direct index for structure ( temp 2-component vector of float)
+0:38                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38                Constant:
+0:38                  1 (const uint)
+0:38              Constant:
+0:38                0 (const int)
+0:38            direct index ( temp float)
+0:38              '@sampleResultShadow' ( temp 4-component vector of float)
+0:38              Constant:
+0:38                1 (const uint)
+0:38          move second child to first child ( temp float)
+0:38            direct index ( temp float)
+0:38              c1: direct index for structure ( temp 2-component vector of float)
+0:38                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38                Constant:
+0:38                  1 (const uint)
+0:38              Constant:
+0:38                1 (const int)
+0:38            direct index ( temp float)
+0:38              '@sampleResultShadow' ( temp 4-component vector of float)
+0:38              Constant:
+0:38                2 (const uint)
+0:38          move second child to first child ( temp float)
+0:38            c2: direct index for structure ( temp float)
+0:38              '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38              Constant:
+0:38                2 (const uint)
+0:38            direct index ( temp float)
+0:38              '@sampleResultShadow' ( temp 4-component vector of float)
+0:38              Constant:
+0:38                3 (const uint)
+0:38          '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:39  Function Definition: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39    Function Parameters: 
+0:39      't2' ( in texture2D)
+0:?     Sequence
+0:39      Branch: Return with expression
+0:39        Sequence
+0:39          move second child to first child ( temp 4-component vector of float)
+0:39            '@sampleResultShadow' ( temp 4-component vector of float)
+0:?             texture ( temp 4-component vector of float)
+0:39              Construct combined texture-sampler ( temp sampler2D)
+0:39                't2' ( in texture2D)
+0:39                'g_sSamp' ( uniform sampler)
+0:?               Constant:
+0:?                 0.600000
+0:?                 0.610000
+0:39          move second child to first child ( temp float)
+0:39            c0: direct index for structure ( temp float)
+0:39              '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39              Constant:
+0:39                0 (const uint)
+0:39            direct index ( temp float)
+0:39              '@sampleResultShadow' ( temp 4-component vector of float)
+0:39              Constant:
+0:39                0 (const uint)
+0:39          move second child to first child ( temp float)
+0:39            direct index ( temp float)
+0:39              c1: direct index for structure ( temp 3-component vector of float)
+0:39                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39                Constant:
+0:39                  1 (const uint)
+0:39              Constant:
+0:39                0 (const int)
+0:39            direct index ( temp float)
+0:39              '@sampleResultShadow' ( temp 4-component vector of float)
+0:39              Constant:
+0:39                1 (const uint)
+0:39          move second child to first child ( temp float)
+0:39            direct index ( temp float)
+0:39              c1: direct index for structure ( temp 3-component vector of float)
+0:39                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39                Constant:
+0:39                  1 (const uint)
+0:39              Constant:
+0:39                1 (const int)
+0:39            direct index ( temp float)
+0:39              '@sampleResultShadow' ( temp 4-component vector of float)
+0:39              Constant:
+0:39                2 (const uint)
+0:39          move second child to first child ( temp float)
+0:39            direct index ( temp float)
+0:39              c1: direct index for structure ( temp 3-component vector of float)
+0:39                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39                Constant:
+0:39                  1 (const uint)
+0:39              Constant:
+0:39                2 (const int)
+0:39            direct index ( temp float)
+0:39              '@sampleResultShadow' ( temp 4-component vector of float)
+0:39              Constant:
+0:39                3 (const uint)
+0:39          '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:42  Function Definition: @main( ( temp 4-component vector of float)
+0:42    Function Parameters: 
+0:?     Sequence
+0:43      Sequence
+0:43        move second child to first child ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43          's1' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43          Sequence
+0:43            move second child to first child ( temp 4-component vector of float)
+0:43              '@sampleResultShadow' ( temp 4-component vector of float)
+0:?               texture ( temp 4-component vector of float)
+0:43                Construct combined texture-sampler ( temp sampler2D)
+0:43                  'g_tTex2s1' ( uniform texture2D)
+0:43                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.100000
+0:?                   0.110000
+0:43            move second child to first child ( temp float)
+0:43              c0: direct index for structure ( temp float)
+0:43                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43                Constant:
+0:43                  0 (const uint)
+0:43              direct index ( temp float)
+0:43                '@sampleResultShadow' ( temp 4-component vector of float)
+0:43                Constant:
+0:43                  0 (const uint)
+0:43            move second child to first child ( temp float)
+0:43              direct index ( temp float)
+0:43                c1: direct index for structure ( temp 2-component vector of float)
+0:43                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43                  Constant:
+0:43                    1 (const uint)
+0:43                Constant:
+0:43                  0 (const int)
+0:43              direct index ( temp float)
+0:43                '@sampleResultShadow' ( temp 4-component vector of float)
+0:43                Constant:
+0:43                  1 (const uint)
+0:43            move second child to first child ( temp float)
+0:43              direct index ( temp float)
+0:43                c1: direct index for structure ( temp 2-component vector of float)
+0:43                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43                  Constant:
+0:43                    1 (const uint)
+0:43                Constant:
+0:43                  1 (const int)
+0:43              direct index ( temp float)
+0:43                '@sampleResultShadow' ( temp 4-component vector of float)
+0:43                Constant:
+0:43                  2 (const uint)
+0:43            move second child to first child ( temp float)
+0:43              c2: direct index for structure ( temp float)
+0:43                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43                Constant:
+0:43                  2 (const uint)
+0:43              direct index ( temp float)
+0:43                '@sampleResultShadow' ( temp 4-component vector of float)
+0:43                Constant:
+0:43                  3 (const uint)
+0:43            '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:44      Sequence
+0:44        move second child to first child ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44          's2' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44          Sequence
+0:44            move second child to first child ( temp 4-component vector of float)
+0:44              '@sampleResultShadow' ( temp 4-component vector of float)
+0:?               texture ( temp 4-component vector of float)
+0:44                Construct combined texture-sampler ( temp sampler2D)
+0:44                  'g_tTex2s2' ( uniform texture2D)
+0:44                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.200000
+0:?                   0.210000
+0:44            move second child to first child ( temp float)
+0:44              c0: direct index for structure ( temp float)
+0:44                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44                Constant:
+0:44                  0 (const uint)
+0:44              direct index ( temp float)
+0:44                '@sampleResultShadow' ( temp 4-component vector of float)
+0:44                Constant:
+0:44                  0 (const uint)
+0:44            move second child to first child ( temp float)
+0:44              direct index ( temp float)
+0:44                c1: direct index for structure ( temp 3-component vector of float)
+0:44                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44                  Constant:
+0:44                    1 (const uint)
+0:44                Constant:
+0:44                  0 (const int)
+0:44              direct index ( temp float)
+0:44                '@sampleResultShadow' ( temp 4-component vector of float)
+0:44                Constant:
+0:44                  1 (const uint)
+0:44            move second child to first child ( temp float)
+0:44              direct index ( temp float)
+0:44                c1: direct index for structure ( temp 3-component vector of float)
+0:44                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44                  Constant:
+0:44                    1 (const uint)
+0:44                Constant:
+0:44                  1 (const int)
+0:44              direct index ( temp float)
+0:44                '@sampleResultShadow' ( temp 4-component vector of float)
+0:44                Constant:
+0:44                  2 (const uint)
+0:44            move second child to first child ( temp float)
+0:44              direct index ( temp float)
+0:44                c1: direct index for structure ( temp 3-component vector of float)
+0:44                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44                  Constant:
+0:44                    1 (const uint)
+0:44                Constant:
+0:44                  2 (const int)
+0:44              direct index ( temp float)
+0:44                '@sampleResultShadow' ( temp 4-component vector of float)
+0:44                Constant:
+0:44                  3 (const uint)
+0:44            '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:45      Sequence
+0:45        move second child to first child ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45          's3' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45          Sequence
+0:45            move second child to first child ( temp 4-component vector of float)
+0:45              '@sampleResultShadow' ( temp 4-component vector of float)
+0:?               texture ( temp 4-component vector of float)
+0:45                Construct combined texture-sampler ( temp sampler2D)
+0:45                  'g_tTex2s3' ( uniform texture2D)
+0:45                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.300000
+0:?                   0.310000
+0:45            move second child to first child ( temp float)
+0:45              direct index ( temp float)
+0:45                c0: direct index for structure ( temp 2-component vector of float)
+0:45                  '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45                  Constant:
+0:45                    0 (const uint)
+0:45                Constant:
+0:45                  0 (const int)
+0:45              direct index ( temp float)
+0:45                '@sampleResultShadow' ( temp 4-component vector of float)
+0:45                Constant:
+0:45                  0 (const uint)
+0:45            move second child to first child ( temp float)
+0:45              direct index ( temp float)
+0:45                c0: direct index for structure ( temp 2-component vector of float)
+0:45                  '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45                  Constant:
+0:45                    0 (const uint)
+0:45                Constant:
+0:45                  1 (const int)
+0:45              direct index ( temp float)
+0:45                '@sampleResultShadow' ( temp 4-component vector of float)
+0:45                Constant:
+0:45                  1 (const uint)
+0:45            move second child to first child ( temp float)
+0:45              direct index ( temp float)
+0:45                c1: direct index for structure ( temp 1-component vector of float)
+0:45                  '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45                  Constant:
+0:45                    1 (const uint)
+0:45                Constant:
+0:45                  0 (const int)
+0:45              direct index ( temp float)
+0:45                '@sampleResultShadow' ( temp 4-component vector of float)
+0:45                Constant:
+0:45                  2 (const uint)
+0:45            '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:46      Sequence
+0:46        move second child to first child ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46          's4' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46          Sequence
+0:46            move second child to first child ( temp 4-component vector of int)
+0:46              '@sampleResultShadow' ( temp 4-component vector of int)
+0:?               texture ( temp 4-component vector of int)
+0:46                Construct combined texture-sampler ( temp isampler2D)
+0:46                  'g_tTex2s4' ( uniform itexture2D)
+0:46                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.400000
+0:?                   0.410000
+0:46            move second child to first child ( temp int)
+0:46              c0: direct index for structure ( temp int)
+0:46                '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46                Constant:
+0:46                  0 (const uint)
+0:46              direct index ( temp int)
+0:46                '@sampleResultShadow' ( temp 4-component vector of int)
+0:46                Constant:
+0:46                  0 (const uint)
+0:46            move second child to first child ( temp float)
+0:46              direct index ( temp float)
+0:46                c1: direct index for structure ( temp 2-component vector of int)
+0:46                  '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46                  Constant:
+0:46                    1 (const uint)
+0:46                Constant:
+0:46                  0 (const int)
+0:46              Convert int to float ( temp float)
+0:46                direct index ( temp int)
+0:46                  '@sampleResultShadow' ( temp 4-component vector of int)
+0:46                  Constant:
+0:46                    1 (const uint)
+0:46            move second child to first child ( temp float)
+0:46              direct index ( temp float)
+0:46                c1: direct index for structure ( temp 2-component vector of int)
+0:46                  '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46                  Constant:
+0:46                    1 (const uint)
+0:46                Constant:
+0:46                  1 (const int)
+0:46              Convert int to float ( temp float)
+0:46                direct index ( temp int)
+0:46                  '@sampleResultShadow' ( temp 4-component vector of int)
+0:46                  Constant:
+0:46                    2 (const uint)
+0:46            move second child to first child ( temp int)
+0:46              c2: direct index for structure ( temp int)
+0:46                '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46                Constant:
+0:46                  2 (const uint)
+0:46              direct index ( temp int)
+0:46                '@sampleResultShadow' ( temp 4-component vector of int)
+0:46                Constant:
+0:46                  3 (const uint)
+0:46            '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:47      Sequence
+0:47        move second child to first child ( temp structure{ temp uint c0,  temp uint c1})
+0:47          's5' ( temp structure{ temp uint c0,  temp uint c1})
+0:47          Sequence
+0:47            move second child to first child ( temp 4-component vector of uint)
+0:47              '@sampleResultShadow' ( temp 4-component vector of uint)
+0:?               texture ( temp 4-component vector of uint)
+0:47                Construct combined texture-sampler ( temp usampler2D)
+0:47                  'g_tTex2s5' ( uniform utexture2D)
+0:47                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.500000
+0:?                   0.510000
+0:47            move second child to first child ( temp uint)
+0:47              c0: direct index for structure ( temp uint)
+0:47                '@sampleStructTemp' ( temp structure{ temp uint c0,  temp uint c1})
+0:47                Constant:
+0:47                  0 (const uint)
+0:47              direct index ( temp uint)
+0:47                '@sampleResultShadow' ( temp 4-component vector of uint)
+0:47                Constant:
+0:47                  0 (const uint)
+0:47            move second child to first child ( temp uint)
+0:47              c1: direct index for structure ( temp uint)
+0:47                '@sampleStructTemp' ( temp structure{ temp uint c0,  temp uint c1})
+0:47                Constant:
+0:47                  1 (const uint)
+0:47              direct index ( temp uint)
+0:47                '@sampleResultShadow' ( temp 4-component vector of uint)
+0:47                Constant:
+0:47                  1 (const uint)
+0:47            '@sampleStructTemp' ( temp structure{ temp uint c0,  temp uint c1})
+0:49      Sequence
+0:49        move second child to first child ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:49          'r0' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:49          Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:49            'g_tTex2s1' ( uniform texture2D)
+0:50      Sequence
+0:50        move second child to first child ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:50          'r1' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:50          Function Call: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:50            'g_tTex2s2' ( uniform texture2D)
+0:51      Sequence
+0:51        move second child to first child ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:51          'r2' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:51          Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:51            'g_tTex2s1a' ( uniform texture2D)
+0:53      Branch: Return with expression
+0:53        Constant:
+0:53          0.000000
+0:53          0.000000
+0:53          0.000000
+0:53          0.000000
+0:42  Function Definition: main( ( temp void)
+0:42    Function Parameters: 
+0:?     Sequence
+0:42      move second child to first child ( temp 4-component vector of float)
+0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:42        Function Call: @main( ( temp 4-component vector of float)
+0:?   Linker Objects
+0:?     'g_sSamp' ( uniform sampler)
+0:?     'g_tTex2s1' ( uniform texture2D)
+0:?     'g_tTex2s2' ( uniform texture2D)
+0:?     'g_tTex2s3' ( uniform texture2D)
+0:?     'g_tTex2s4' ( uniform itexture2D)
+0:?     'g_tTex2s5' ( uniform utexture2D)
+0:?     'g_tTex2s1a' ( uniform texture2D)
+0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+
+
+Linked fragment stage:
+
+
+Shader version: 500
+gl_FragCoord origin is upper left
+0:? Sequence
+0:38  Function Definition: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38    Function Parameters: 
+0:38      't1' ( in texture2D)
+0:?     Sequence
+0:38      Branch: Return with expression
+0:38        Sequence
+0:38          move second child to first child ( temp 4-component vector of float)
+0:38            '@sampleResultShadow' ( temp 4-component vector of float)
+0:?             texture ( temp 4-component vector of float)
+0:38              Construct combined texture-sampler ( temp sampler2D)
+0:38                't1' ( in texture2D)
+0:38                'g_sSamp' ( uniform sampler)
+0:?               Constant:
+0:?                 0.600000
+0:?                 0.610000
+0:38          move second child to first child ( temp float)
+0:38            c0: direct index for structure ( temp float)
+0:38              '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38              Constant:
+0:38                0 (const uint)
+0:38            direct index ( temp float)
+0:38              '@sampleResultShadow' ( temp 4-component vector of float)
+0:38              Constant:
+0:38                0 (const uint)
+0:38          move second child to first child ( temp float)
+0:38            direct index ( temp float)
+0:38              c1: direct index for structure ( temp 2-component vector of float)
+0:38                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38                Constant:
+0:38                  1 (const uint)
+0:38              Constant:
+0:38                0 (const int)
+0:38            direct index ( temp float)
+0:38              '@sampleResultShadow' ( temp 4-component vector of float)
+0:38              Constant:
+0:38                1 (const uint)
+0:38          move second child to first child ( temp float)
+0:38            direct index ( temp float)
+0:38              c1: direct index for structure ( temp 2-component vector of float)
+0:38                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38                Constant:
+0:38                  1 (const uint)
+0:38              Constant:
+0:38                1 (const int)
+0:38            direct index ( temp float)
+0:38              '@sampleResultShadow' ( temp 4-component vector of float)
+0:38              Constant:
+0:38                2 (const uint)
+0:38          move second child to first child ( temp float)
+0:38            c2: direct index for structure ( temp float)
+0:38              '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:38              Constant:
+0:38                2 (const uint)
+0:38            direct index ( temp float)
+0:38              '@sampleResultShadow' ( temp 4-component vector of float)
+0:38              Constant:
+0:38                3 (const uint)
+0:38          '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:39  Function Definition: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39    Function Parameters: 
+0:39      't2' ( in texture2D)
+0:?     Sequence
+0:39      Branch: Return with expression
+0:39        Sequence
+0:39          move second child to first child ( temp 4-component vector of float)
+0:39            '@sampleResultShadow' ( temp 4-component vector of float)
+0:?             texture ( temp 4-component vector of float)
+0:39              Construct combined texture-sampler ( temp sampler2D)
+0:39                't2' ( in texture2D)
+0:39                'g_sSamp' ( uniform sampler)
+0:?               Constant:
+0:?                 0.600000
+0:?                 0.610000
+0:39          move second child to first child ( temp float)
+0:39            c0: direct index for structure ( temp float)
+0:39              '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39              Constant:
+0:39                0 (const uint)
+0:39            direct index ( temp float)
+0:39              '@sampleResultShadow' ( temp 4-component vector of float)
+0:39              Constant:
+0:39                0 (const uint)
+0:39          move second child to first child ( temp float)
+0:39            direct index ( temp float)
+0:39              c1: direct index for structure ( temp 3-component vector of float)
+0:39                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39                Constant:
+0:39                  1 (const uint)
+0:39              Constant:
+0:39                0 (const int)
+0:39            direct index ( temp float)
+0:39              '@sampleResultShadow' ( temp 4-component vector of float)
+0:39              Constant:
+0:39                1 (const uint)
+0:39          move second child to first child ( temp float)
+0:39            direct index ( temp float)
+0:39              c1: direct index for structure ( temp 3-component vector of float)
+0:39                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39                Constant:
+0:39                  1 (const uint)
+0:39              Constant:
+0:39                1 (const int)
+0:39            direct index ( temp float)
+0:39              '@sampleResultShadow' ( temp 4-component vector of float)
+0:39              Constant:
+0:39                2 (const uint)
+0:39          move second child to first child ( temp float)
+0:39            direct index ( temp float)
+0:39              c1: direct index for structure ( temp 3-component vector of float)
+0:39                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:39                Constant:
+0:39                  1 (const uint)
+0:39              Constant:
+0:39                2 (const int)
+0:39            direct index ( temp float)
+0:39              '@sampleResultShadow' ( temp 4-component vector of float)
+0:39              Constant:
+0:39                3 (const uint)
+0:39          '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:42  Function Definition: @main( ( temp 4-component vector of float)
+0:42    Function Parameters: 
+0:?     Sequence
+0:43      Sequence
+0:43        move second child to first child ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43          's1' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43          Sequence
+0:43            move second child to first child ( temp 4-component vector of float)
+0:43              '@sampleResultShadow' ( temp 4-component vector of float)
+0:?               texture ( temp 4-component vector of float)
+0:43                Construct combined texture-sampler ( temp sampler2D)
+0:43                  'g_tTex2s1' ( uniform texture2D)
+0:43                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.100000
+0:?                   0.110000
+0:43            move second child to first child ( temp float)
+0:43              c0: direct index for structure ( temp float)
+0:43                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43                Constant:
+0:43                  0 (const uint)
+0:43              direct index ( temp float)
+0:43                '@sampleResultShadow' ( temp 4-component vector of float)
+0:43                Constant:
+0:43                  0 (const uint)
+0:43            move second child to first child ( temp float)
+0:43              direct index ( temp float)
+0:43                c1: direct index for structure ( temp 2-component vector of float)
+0:43                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43                  Constant:
+0:43                    1 (const uint)
+0:43                Constant:
+0:43                  0 (const int)
+0:43              direct index ( temp float)
+0:43                '@sampleResultShadow' ( temp 4-component vector of float)
+0:43                Constant:
+0:43                  1 (const uint)
+0:43            move second child to first child ( temp float)
+0:43              direct index ( temp float)
+0:43                c1: direct index for structure ( temp 2-component vector of float)
+0:43                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43                  Constant:
+0:43                    1 (const uint)
+0:43                Constant:
+0:43                  1 (const int)
+0:43              direct index ( temp float)
+0:43                '@sampleResultShadow' ( temp 4-component vector of float)
+0:43                Constant:
+0:43                  2 (const uint)
+0:43            move second child to first child ( temp float)
+0:43              c2: direct index for structure ( temp float)
+0:43                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:43                Constant:
+0:43                  2 (const uint)
+0:43              direct index ( temp float)
+0:43                '@sampleResultShadow' ( temp 4-component vector of float)
+0:43                Constant:
+0:43                  3 (const uint)
+0:43            '@sampleStructTemp' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:44      Sequence
+0:44        move second child to first child ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44          's2' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44          Sequence
+0:44            move second child to first child ( temp 4-component vector of float)
+0:44              '@sampleResultShadow' ( temp 4-component vector of float)
+0:?               texture ( temp 4-component vector of float)
+0:44                Construct combined texture-sampler ( temp sampler2D)
+0:44                  'g_tTex2s2' ( uniform texture2D)
+0:44                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.200000
+0:?                   0.210000
+0:44            move second child to first child ( temp float)
+0:44              c0: direct index for structure ( temp float)
+0:44                '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44                Constant:
+0:44                  0 (const uint)
+0:44              direct index ( temp float)
+0:44                '@sampleResultShadow' ( temp 4-component vector of float)
+0:44                Constant:
+0:44                  0 (const uint)
+0:44            move second child to first child ( temp float)
+0:44              direct index ( temp float)
+0:44                c1: direct index for structure ( temp 3-component vector of float)
+0:44                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44                  Constant:
+0:44                    1 (const uint)
+0:44                Constant:
+0:44                  0 (const int)
+0:44              direct index ( temp float)
+0:44                '@sampleResultShadow' ( temp 4-component vector of float)
+0:44                Constant:
+0:44                  1 (const uint)
+0:44            move second child to first child ( temp float)
+0:44              direct index ( temp float)
+0:44                c1: direct index for structure ( temp 3-component vector of float)
+0:44                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44                  Constant:
+0:44                    1 (const uint)
+0:44                Constant:
+0:44                  1 (const int)
+0:44              direct index ( temp float)
+0:44                '@sampleResultShadow' ( temp 4-component vector of float)
+0:44                Constant:
+0:44                  2 (const uint)
+0:44            move second child to first child ( temp float)
+0:44              direct index ( temp float)
+0:44                c1: direct index for structure ( temp 3-component vector of float)
+0:44                  '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:44                  Constant:
+0:44                    1 (const uint)
+0:44                Constant:
+0:44                  2 (const int)
+0:44              direct index ( temp float)
+0:44                '@sampleResultShadow' ( temp 4-component vector of float)
+0:44                Constant:
+0:44                  3 (const uint)
+0:44            '@sampleStructTemp' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:45      Sequence
+0:45        move second child to first child ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45          's3' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45          Sequence
+0:45            move second child to first child ( temp 4-component vector of float)
+0:45              '@sampleResultShadow' ( temp 4-component vector of float)
+0:?               texture ( temp 4-component vector of float)
+0:45                Construct combined texture-sampler ( temp sampler2D)
+0:45                  'g_tTex2s3' ( uniform texture2D)
+0:45                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.300000
+0:?                   0.310000
+0:45            move second child to first child ( temp float)
+0:45              direct index ( temp float)
+0:45                c0: direct index for structure ( temp 2-component vector of float)
+0:45                  '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45                  Constant:
+0:45                    0 (const uint)
+0:45                Constant:
+0:45                  0 (const int)
+0:45              direct index ( temp float)
+0:45                '@sampleResultShadow' ( temp 4-component vector of float)
+0:45                Constant:
+0:45                  0 (const uint)
+0:45            move second child to first child ( temp float)
+0:45              direct index ( temp float)
+0:45                c0: direct index for structure ( temp 2-component vector of float)
+0:45                  '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45                  Constant:
+0:45                    0 (const uint)
+0:45                Constant:
+0:45                  1 (const int)
+0:45              direct index ( temp float)
+0:45                '@sampleResultShadow' ( temp 4-component vector of float)
+0:45                Constant:
+0:45                  1 (const uint)
+0:45            move second child to first child ( temp float)
+0:45              direct index ( temp float)
+0:45                c1: direct index for structure ( temp 1-component vector of float)
+0:45                  '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:45                  Constant:
+0:45                    1 (const uint)
+0:45                Constant:
+0:45                  0 (const int)
+0:45              direct index ( temp float)
+0:45                '@sampleResultShadow' ( temp 4-component vector of float)
+0:45                Constant:
+0:45                  2 (const uint)
+0:45            '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0,  temp 1-component vector of float c1})
+0:46      Sequence
+0:46        move second child to first child ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46          's4' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46          Sequence
+0:46            move second child to first child ( temp 4-component vector of int)
+0:46              '@sampleResultShadow' ( temp 4-component vector of int)
+0:?               texture ( temp 4-component vector of int)
+0:46                Construct combined texture-sampler ( temp isampler2D)
+0:46                  'g_tTex2s4' ( uniform itexture2D)
+0:46                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.400000
+0:?                   0.410000
+0:46            move second child to first child ( temp int)
+0:46              c0: direct index for structure ( temp int)
+0:46                '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46                Constant:
+0:46                  0 (const uint)
+0:46              direct index ( temp int)
+0:46                '@sampleResultShadow' ( temp 4-component vector of int)
+0:46                Constant:
+0:46                  0 (const uint)
+0:46            move second child to first child ( temp float)
+0:46              direct index ( temp float)
+0:46                c1: direct index for structure ( temp 2-component vector of int)
+0:46                  '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46                  Constant:
+0:46                    1 (const uint)
+0:46                Constant:
+0:46                  0 (const int)
+0:46              Convert int to float ( temp float)
+0:46                direct index ( temp int)
+0:46                  '@sampleResultShadow' ( temp 4-component vector of int)
+0:46                  Constant:
+0:46                    1 (const uint)
+0:46            move second child to first child ( temp float)
+0:46              direct index ( temp float)
+0:46                c1: direct index for structure ( temp 2-component vector of int)
+0:46                  '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46                  Constant:
+0:46                    1 (const uint)
+0:46                Constant:
+0:46                  1 (const int)
+0:46              Convert int to float ( temp float)
+0:46                direct index ( temp int)
+0:46                  '@sampleResultShadow' ( temp 4-component vector of int)
+0:46                  Constant:
+0:46                    2 (const uint)
+0:46            move second child to first child ( temp int)
+0:46              c2: direct index for structure ( temp int)
+0:46                '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:46                Constant:
+0:46                  2 (const uint)
+0:46              direct index ( temp int)
+0:46                '@sampleResultShadow' ( temp 4-component vector of int)
+0:46                Constant:
+0:46                  3 (const uint)
+0:46            '@sampleStructTemp' ( temp structure{ temp int c0,  temp 2-component vector of int c1,  temp int c2})
+0:47      Sequence
+0:47        move second child to first child ( temp structure{ temp uint c0,  temp uint c1})
+0:47          's5' ( temp structure{ temp uint c0,  temp uint c1})
+0:47          Sequence
+0:47            move second child to first child ( temp 4-component vector of uint)
+0:47              '@sampleResultShadow' ( temp 4-component vector of uint)
+0:?               texture ( temp 4-component vector of uint)
+0:47                Construct combined texture-sampler ( temp usampler2D)
+0:47                  'g_tTex2s5' ( uniform utexture2D)
+0:47                  'g_sSamp' ( uniform sampler)
+0:?                 Constant:
+0:?                   0.500000
+0:?                   0.510000
+0:47            move second child to first child ( temp uint)
+0:47              c0: direct index for structure ( temp uint)
+0:47                '@sampleStructTemp' ( temp structure{ temp uint c0,  temp uint c1})
+0:47                Constant:
+0:47                  0 (const uint)
+0:47              direct index ( temp uint)
+0:47                '@sampleResultShadow' ( temp 4-component vector of uint)
+0:47                Constant:
+0:47                  0 (const uint)
+0:47            move second child to first child ( temp uint)
+0:47              c1: direct index for structure ( temp uint)
+0:47                '@sampleStructTemp' ( temp structure{ temp uint c0,  temp uint c1})
+0:47                Constant:
+0:47                  1 (const uint)
+0:47              direct index ( temp uint)
+0:47                '@sampleResultShadow' ( temp 4-component vector of uint)
+0:47                Constant:
+0:47                  1 (const uint)
+0:47            '@sampleStructTemp' ( temp structure{ temp uint c0,  temp uint c1})
+0:49      Sequence
+0:49        move second child to first child ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:49          'r0' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:49          Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:49            'g_tTex2s1' ( uniform texture2D)
+0:50      Sequence
+0:50        move second child to first child ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:50          'r1' ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:50          Function Call: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0,  temp 3-component vector of float c1})
+0:50            'g_tTex2s2' ( uniform texture2D)
+0:51      Sequence
+0:51        move second child to first child ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:51          'r2' ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:51          Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0,  temp 2-component vector of float c1,  temp float c2})
+0:51            'g_tTex2s1a' ( uniform texture2D)
+0:53      Branch: Return with expression
+0:53        Constant:
+0:53          0.000000
+0:53          0.000000
+0:53          0.000000
+0:53          0.000000
+0:42  Function Definition: main( ( temp void)
+0:42    Function Parameters: 
+0:?     Sequence
+0:42      move second child to first child ( temp 4-component vector of float)
+0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:42        Function Call: @main( ( temp 4-component vector of float)
+0:?   Linker Objects
+0:?     'g_sSamp' ( uniform sampler)
+0:?     'g_tTex2s1' ( uniform texture2D)
+0:?     'g_tTex2s2' ( uniform texture2D)
+0:?     'g_tTex2s3' ( uniform texture2D)
+0:?     'g_tTex2s4' ( uniform itexture2D)
+0:?     'g_tTex2s5' ( uniform utexture2D)
+0:?     'g_tTex2s1a' ( uniform texture2D)
+0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 233
+
+                              Capability Shader
+               1:             ExtInstImport  "GLSL.std.450"
+                              MemoryModel Logical GLSL450
+                              EntryPoint Fragment 4  "main" 231
+                              ExecutionMode 4 OriginUpperLeft
+                              Source HLSL 500
+                              Name 4  "main"
+                              Name 10  "s1_t"
+                              MemberName 10(s1_t) 0  "c0"
+                              MemberName 10(s1_t) 1  "c1"
+                              MemberName 10(s1_t) 2  "c2"
+                              Name 13  "fn1(t2-tx-struct0-1;"
+                              Name 12  "t1"
+                              Name 16  "s2_t"
+                              MemberName 16(s2_t) 0  "c0"
+                              MemberName 16(s2_t) 1  "c1"
+                              Name 19  "fn1(t2-tx-struct1-1;"
+                              Name 18  "t2"
+                              Name 23  "@main("
+                              Name 26  "@sampleResultShadow"
+                              Name 30  "g_sSamp"
+                              Name 39  "@sampleStructTemp"
+                              Name 65  "@sampleResultShadow"
+                              Name 71  "@sampleStructTemp"
+                              Name 87  "s1"
+                              Name 88  "@sampleResultShadow"
+                              Name 89  "g_tTex2s1"
+                              Name 97  "@sampleStructTemp"
+                              Name 111  "s2"
+                              Name 112  "@sampleResultShadow"
+                              Name 113  "g_tTex2s2"
+                              Name 121  "@sampleStructTemp"
+                              Name 135  "s3_t"
+                              MemberName 135(s3_t) 0  "c0"
+                              MemberName 135(s3_t) 1  "c1"
+                              Name 137  "s3"
+                              Name 138  "@sampleResultShadow"
+                              Name 139  "g_tTex2s3"
+                              Name 147  "@sampleStructTemp"
+                              Name 159  "s4_t"
+                              MemberName 159(s4_t) 0  "c0"
+                              MemberName 159(s4_t) 1  "c1"
+                              MemberName 159(s4_t) 2  "c2"
+                              Name 161  "s4"
+                              Name 164  "@sampleResultShadow"
+                              Name 167  "g_tTex2s4"
+                              Name 176  "@sampleStructTemp"
+                              Name 193  "s5_t"
+                              MemberName 193(s5_t) 0  "c0"
+                              MemberName 193(s5_t) 1  "c1"
+                              Name 195  "s5"
+                              Name 198  "@sampleResultShadow"
+                              Name 201  "g_tTex2s5"
+                              Name 210  "@sampleStructTemp"
+                              Name 219  "r0"
+                              Name 221  "r1"
+                              Name 223  "r2"
+                              Name 224  "g_tTex2s1a"
+                              Name 231  "@entryPointOutput"
+                              Decorate 30(g_sSamp) DescriptorSet 0
+                              Decorate 89(g_tTex2s1) DescriptorSet 0
+                              Decorate 113(g_tTex2s2) DescriptorSet 0
+                              Decorate 139(g_tTex2s3) DescriptorSet 0
+                              Decorate 167(g_tTex2s4) DescriptorSet 0
+                              Decorate 201(g_tTex2s5) DescriptorSet 0
+                              Decorate 224(g_tTex2s1a) DescriptorSet 0
+                              Decorate 231(@entryPointOutput) Location 0
+               2:             TypeVoid
+               3:             TypeFunction 2
+               6:             TypeFloat 32
+               7:             TypeImage 6(float) 2D sampled format:Unknown
+               8:             TypePointer UniformConstant 7
+               9:             TypeVector 6(float) 2
+        10(s1_t):             TypeStruct 6(float) 9(fvec2) 6(float)
+              11:             TypeFunction 10(s1_t) 8(ptr)
+              15:             TypeVector 6(float) 3
+        16(s2_t):             TypeStruct 6(float) 15(fvec3)
+              17:             TypeFunction 16(s2_t) 8(ptr)
+              21:             TypeVector 6(float) 4
+              22:             TypeFunction 21(fvec4)
+              25:             TypePointer Function 21(fvec4)
+              28:             TypeSampler
+              29:             TypePointer UniformConstant 28
+     30(g_sSamp):     29(ptr) Variable UniformConstant
+              32:             TypeSampledImage 7
+              34:    6(float) Constant 1058642330
+              35:    6(float) Constant 1058810102
+              36:    9(fvec2) ConstantComposite 34 35
+              38:             TypePointer Function 10(s1_t)
+              40:             TypeInt 32 1
+              41:     40(int) Constant 0
+              42:             TypeInt 32 0
+              43:     42(int) Constant 0
+              44:             TypePointer Function 6(float)
+              48:     40(int) Constant 1
+              49:     42(int) Constant 1
+              53:     42(int) Constant 2
+              57:     40(int) Constant 2
+              58:     42(int) Constant 3
+              70:             TypePointer Function 16(s2_t)
+   89(g_tTex2s1):      8(ptr) Variable UniformConstant
+              93:    6(float) Constant 1036831949
+              94:    6(float) Constant 1038174126
+              95:    9(fvec2) ConstantComposite 93 94
+  113(g_tTex2s2):      8(ptr) Variable UniformConstant
+             117:    6(float) Constant 1045220557
+             118:    6(float) Constant 1045891645
+             119:    9(fvec2) ConstantComposite 117 118
+       135(s3_t):             TypeStruct 9(fvec2) 6(float)
+             136:             TypePointer Function 135(s3_t)
+  139(g_tTex2s3):      8(ptr) Variable UniformConstant
+             143:    6(float) Constant 1050253722
+             144:    6(float) Constant 1050589266
+             145:    9(fvec2) ConstantComposite 143 144
+             158:             TypeVector 40(int) 2
+       159(s4_t):             TypeStruct 40(int) 158(ivec2) 40(int)
+             160:             TypePointer Function 159(s4_t)
+             162:             TypeVector 40(int) 4
+             163:             TypePointer Function 162(ivec4)
+             165:             TypeImage 40(int) 2D sampled format:Unknown
+             166:             TypePointer UniformConstant 165
+  167(g_tTex2s4):    166(ptr) Variable UniformConstant
+             170:             TypeSampledImage 165
+             172:    6(float) Constant 1053609165
+             173:    6(float) Constant 1053944709
+             174:    9(fvec2) ConstantComposite 172 173
+             177:             TypePointer Function 40(int)
+       193(s5_t):             TypeStruct 42(int) 42(int)
+             194:             TypePointer Function 193(s5_t)
+             196:             TypeVector 42(int) 4
+             197:             TypePointer Function 196(ivec4)
+             199:             TypeImage 42(int) 2D sampled format:Unknown
+             200:             TypePointer UniformConstant 199
+  201(g_tTex2s5):    200(ptr) Variable UniformConstant
+             204:             TypeSampledImage 199
+             206:    6(float) Constant 1056964608
+             207:    6(float) Constant 1057132380
+             208:    9(fvec2) ConstantComposite 206 207
+             211:             TypePointer Function 42(int)
+ 224(g_tTex2s1a):      8(ptr) Variable UniformConstant
+             226:    6(float) Constant 0
+             227:   21(fvec4) ConstantComposite 226 226 226 226
+             230:             TypePointer Output 21(fvec4)
+231(@entryPointOutput):    230(ptr) Variable Output
+         4(main):           2 Function None 3
+               5:             Label
+             232:   21(fvec4) FunctionCall 23(@main()
+                              Store 231(@entryPointOutput) 232
+                              Return
+                              FunctionEnd
+13(fn1(t2-tx-struct0-1;):    10(s1_t) Function None 11
+          12(t1):      8(ptr) FunctionParameter
+              14:             Label
+26(@sampleResultShadow):     25(ptr) Variable Function
+39(@sampleStructTemp):     38(ptr) Variable Function
+              27:           7 Load 12(t1)
+              31:          28 Load 30(g_sSamp)
+              33:          32 SampledImage 27 31
+              37:   21(fvec4) ImageSampleImplicitLod 33 36
+                              Store 26(@sampleResultShadow) 37
+              45:     44(ptr) AccessChain 26(@sampleResultShadow) 43
+              46:    6(float) Load 45
+              47:     44(ptr) AccessChain 39(@sampleStructTemp) 41
+                              Store 47 46
+              50:     44(ptr) AccessChain 26(@sampleResultShadow) 49
+              51:    6(float) Load 50
+              52:     44(ptr) AccessChain 39(@sampleStructTemp) 48 43
+                              Store 52 51
+              54:     44(ptr) AccessChain 26(@sampleResultShadow) 53
+              55:    6(float) Load 54
+              56:     44(ptr) AccessChain 39(@sampleStructTemp) 48 49
+                              Store 56 55
+              59:     44(ptr) AccessChain 26(@sampleResultShadow) 58
+              60:    6(float) Load 59
+              61:     44(ptr) AccessChain 39(@sampleStructTemp) 57
+                              Store 61 60
+              62:    10(s1_t) Load 39(@sampleStructTemp)
+                              ReturnValue 62
+                              FunctionEnd
+19(fn1(t2-tx-struct1-1;):    16(s2_t) Function None 17
+          18(t2):      8(ptr) FunctionParameter
+              20:             Label
+65(@sampleResultShadow):     25(ptr) Variable Function
+71(@sampleStructTemp):     70(ptr) Variable Function
+              66:           7 Load 18(t2)
+              67:          28 Load 30(g_sSamp)
+              68:          32 SampledImage 66 67
+              69:   21(fvec4) ImageSampleImplicitLod 68 36
+                              Store 65(@sampleResultShadow) 69
+              72:     44(ptr) AccessChain 65(@sampleResultShadow) 43
+              73:    6(float) Load 72
+              74:     44(ptr) AccessChain 71(@sampleStructTemp) 41
+                              Store 74 73
+              75:     44(ptr) AccessChain 65(@sampleResultShadow) 49
+              76:    6(float) Load 75
+              77:     44(ptr) AccessChain 71(@sampleStructTemp) 48 43
+                              Store 77 76
+              78:     44(ptr) AccessChain 65(@sampleResultShadow) 53
+              79:    6(float) Load 78
+              80:     44(ptr) AccessChain 71(@sampleStructTemp) 48 49
+                              Store 80 79
+              81:     44(ptr) AccessChain 65(@sampleResultShadow) 58
+              82:    6(float) Load 81
+              83:     44(ptr) AccessChain 71(@sampleStructTemp) 48 53
+                              Store 83 82
+              84:    16(s2_t) Load 71(@sampleStructTemp)
+                              ReturnValue 84
+                              FunctionEnd
+      23(@main():   21(fvec4) Function None 22
+              24:             Label
+          87(s1):     38(ptr) Variable Function
+88(@sampleResultShadow):     25(ptr) Variable Function
+97(@sampleStructTemp):     38(ptr) Variable Function
+         111(s2):     70(ptr) Variable Function
+112(@sampleResultShadow):     25(ptr) Variable Function
+121(@sampleStructTemp):     70(ptr) Variable Function
+         137(s3):    136(ptr) Variable Function
+138(@sampleResultShadow):     25(ptr) Variable Function
+147(@sampleStructTemp):    136(ptr) Variable Function
+         161(s4):    160(ptr) Variable Function
+164(@sampleResultShadow):    163(ptr) Variable Function
+176(@sampleStructTemp):    160(ptr) Variable Function
+         195(s5):    194(ptr) Variable Function
+198(@sampleResultShadow):    197(ptr) Variable Function
+210(@sampleStructTemp):    194(ptr) Variable Function
+         219(r0):     38(ptr) Variable Function
+         221(r1):     70(ptr) Variable Function
+         223(r2):     38(ptr) Variable Function
+              90:           7 Load 89(g_tTex2s1)
+              91:          28 Load 30(g_sSamp)
+              92:          32 SampledImage 90 91
+              96:   21(fvec4) ImageSampleImplicitLod 92 95
+                              Store 88(@sampleResultShadow) 96
+              98:     44(ptr) AccessChain 88(@sampleResultShadow) 43
+              99:    6(float) Load 98
+             100:     44(ptr) AccessChain 97(@sampleStructTemp) 41
+                              Store 100 99
+             101:     44(ptr) AccessChain 88(@sampleResultShadow) 49
+             102:    6(float) Load 101
+             103:     44(ptr) AccessChain 97(@sampleStructTemp) 48 43
+                              Store 103 102
+             104:     44(ptr) AccessChain 88(@sampleResultShadow) 53
+             105:    6(float) Load 104
+             106:     44(ptr) AccessChain 97(@sampleStructTemp) 48 49
+                              Store 106 105
+             107:     44(ptr) AccessChain 88(@sampleResultShadow) 58
+             108:    6(float) Load 107
+             109:     44(ptr) AccessChain 97(@sampleStructTemp) 57
+                              Store 109 108
+             110:    10(s1_t) Load 97(@sampleStructTemp)
+                              Store 87(s1) 110
+             114:           7 Load 113(g_tTex2s2)
+             115:          28 Load 30(g_sSamp)
+             116:          32 SampledImage 114 115
+             120:   21(fvec4) ImageSampleImplicitLod 116 119
+                              Store 112(@sampleResultShadow) 120
+             122:     44(ptr) AccessChain 112(@sampleResultShadow) 43
+             123:    6(float) Load 122
+             124:     44(ptr) AccessChain 121(@sampleStructTemp) 41
+                              Store 124 123
+             125:     44(ptr) AccessChain 112(@sampleResultShadow) 49
+             126:    6(float) Load 125
+             127:     44(ptr) AccessChain 121(@sampleStructTemp) 48 43
+                              Store 127 126
+             128:     44(ptr) AccessChain 112(@sampleResultShadow) 53
+             129:    6(float) Load 128
+             130:     44(ptr) AccessChain 121(@sampleStructTemp) 48 49
+                              Store 130 129
+             131:     44(ptr) AccessChain 112(@sampleResultShadow) 58
+             132:    6(float) Load 131
+             133:     44(ptr) AccessChain 121(@sampleStructTemp) 48 53
+                              Store 133 132
+             134:    16(s2_t) Load 121(@sampleStructTemp)
+                              Store 111(s2) 134
+             140:           7 Load 139(g_tTex2s3)
+             141:          28 Load 30(g_sSamp)
+             142:          32 SampledImage 140 141
+             146:   21(fvec4) ImageSampleImplicitLod 142 145
+                              Store 138(@sampleResultShadow) 146
+             148:     44(ptr) AccessChain 138(@sampleResultShadow) 43
+             149:    6(float) Load 148
+             150:     44(ptr) AccessChain 147(@sampleStructTemp) 41 43
+                              Store 150 149
+             151:     44(ptr) AccessChain 138(@sampleResultShadow) 49
+             152:    6(float) Load 151
+             153:     44(ptr) AccessChain 147(@sampleStructTemp) 41 49
+                              Store 153 152
+             154:     44(ptr) AccessChain 138(@sampleResultShadow) 53
+             155:    6(float) Load 154
+             156:     44(ptr) AccessChain 147(@sampleStructTemp) 48
+                              Store 156 155
+             157:   135(s3_t) Load 147(@sampleStructTemp)
+                              Store 137(s3) 157
+             168:         165 Load 167(g_tTex2s4)
+             169:          28 Load 30(g_sSamp)
+             171:         170 SampledImage 168 169
+             175:  162(ivec4) ImageSampleImplicitLod 171 174
+                              Store 164(@sampleResultShadow) 175
+             178:    177(ptr) AccessChain 164(@sampleResultShadow) 43
+             179:     40(int) Load 178
+             180:    177(ptr) AccessChain 176(@sampleStructTemp) 41
+                              Store 180 179
+             181:    177(ptr) AccessChain 164(@sampleResultShadow) 49
+             182:     40(int) Load 181
+             183:    6(float) ConvertSToF 182
+             184:    177(ptr) AccessChain 176(@sampleStructTemp) 48 43
+                              Store 184 183
+             185:    177(ptr) AccessChain 164(@sampleResultShadow) 53
+             186:     40(int) Load 185
+             187:    6(float) ConvertSToF 186
+             188:    177(ptr) AccessChain 176(@sampleStructTemp) 48 49
+                              Store 188 187
+             189:    177(ptr) AccessChain 164(@sampleResultShadow) 58
+             190:     40(int) Load 189
+             191:    177(ptr) AccessChain 176(@sampleStructTemp) 57
+                              Store 191 190
+             192:   159(s4_t) Load 176(@sampleStructTemp)
+                              Store 161(s4) 192
+             202:         199 Load 201(g_tTex2s5)
+             203:          28 Load 30(g_sSamp)
+             205:         204 SampledImage 202 203
+             209:  196(ivec4) ImageSampleImplicitLod 205 208
+                              Store 198(@sampleResultShadow) 209
+             212:    211(ptr) AccessChain 198(@sampleResultShadow) 43
+             213:     42(int) Load 212
+             214:    211(ptr) AccessChain 210(@sampleStructTemp) 41
+                              Store 214 213
+             215:    211(ptr) AccessChain 198(@sampleResultShadow) 49
+             216:     42(int) Load 215
+             217:    211(ptr) AccessChain 210(@sampleStructTemp) 48
+                              Store 217 216
+             218:   193(s5_t) Load 210(@sampleStructTemp)
+                              Store 195(s5) 218
+             220:    10(s1_t) FunctionCall 13(fn1(t2-tx-struct0-1;) 89(g_tTex2s1)
+                              Store 219(r0) 220
+             222:    16(s2_t) FunctionCall 19(fn1(t2-tx-struct1-1;) 113(g_tTex2s2)
+                              Store 221(r1) 222
+             225:    10(s1_t) FunctionCall 13(fn1(t2-tx-struct0-1;) 224(g_tTex2s1a)
+                              Store 223(r2) 225
+                              ReturnValue 227
+                              FunctionEnd
diff --git a/Test/hlsl.texture.struct.frag b/Test/hlsl.texture.struct.frag
new file mode 100644
index 0000000..461469c
--- /dev/null
+++ b/Test/hlsl.texture.struct.frag
@@ -0,0 +1,55 @@
+struct s1_t {
+    float  c0;
+    float2 c1;
+    float  c2;
+};
+
+struct s2_t {
+    float  c0;
+    float3 c1;
+};
+
+struct s3_t {
+    float2  c0;
+    float1  c1;
+};
+
+struct s4_t {
+    int  c0;
+    int2 c1;
+    int  c2;
+};
+
+struct s5_t {
+    uint c0;
+    uint c1;
+};
+
+SamplerState g_sSamp;
+Texture2D <s1_t>   g_tTex2s1;
+Texture2D <s2_t>   g_tTex2s2;
+Texture2D <s3_t>   g_tTex2s3;
+Texture2D <s4_t>   g_tTex2s4;
+Texture2D <s5_t>   g_tTex2s5;
+
+Texture2D <s1_t>   g_tTex2s1a; // same type as g_tTex2s1, to test fn signature matching.
+
+// function overloading to test name mangling with textures templatized on structs
+s1_t fn1(Texture2D <s1_t> t1) { return t1 . Sample(g_sSamp, float2(0.6, 0.61)); }
+s2_t fn1(Texture2D <s2_t> t2) { return t2 . Sample(g_sSamp, float2(0.6, 0.61)); }
+
+float4 main() : SV_Target0
+{
+    s1_t s1 = g_tTex2s1 . Sample(g_sSamp, float2(0.1, 0.11));
+    s2_t s2 = g_tTex2s2 . Sample(g_sSamp, float2(0.2, 0.21));
+    s3_t s3 = g_tTex2s3 . Sample(g_sSamp, float2(0.3, 0.31));
+    s4_t s4 = g_tTex2s4 . Sample(g_sSamp, float2(0.4, 0.41));
+    s5_t s5 = g_tTex2s5 . Sample(g_sSamp, float2(0.5, 0.51));
+
+    s1_t r0 = fn1(g_tTex2s1);
+    s2_t r1 = fn1(g_tTex2s2);
+    s1_t r2 = fn1(g_tTex2s1a);
+
+    return 0;
+}
+
diff --git a/Test/hlsl.texture.subvec4.frag b/Test/hlsl.texture.subvec4.frag
index 9e057d5..56fd410 100644
--- a/Test/hlsl.texture.subvec4.frag
+++ b/Test/hlsl.texture.subvec4.frag
@@ -11,7 +11,7 @@
 
 SamplerState g_sSamp;
 
-float4 main()
+float4 main() : SV_Target0
 {
     uint MipLevel;
     uint WidthU;