hlsl.buffer.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:30 Function Definition: foo( ( temp float) 0:30 Function Parameters: 0:? Sequence 0:31 Branch: Return with expression 0:31 Constant: 0:31 1.000000 0:35 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:35 Function Parameters: 0:35 'input' ( in 4-component vector of float) 0:? Sequence 0:36 Branch: Return with expression 0:36 vector-scale ( temp 4-component vector of float) 0:36 add ( temp 4-component vector of float) 0:36 add ( temp 4-component vector of float) 0:36 add ( temp 4-component vector of float) 0:36 add ( temp 4-component vector of float) 0:36 'input' ( in 4-component vector of float) 0:36 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float) 0:36 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1}) 0:36 Constant: 0:36 0 (const uint) 0:36 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 0:36 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2}) 0:36 Constant: 0:36 0 (const uint) 0:36 v3: direct index for structure (layout( row_major std140 offset=0) uniform 4-component vector of float) 0:36 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3}) 0:36 Constant: 0:36 0 (const uint) 0:36 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float) 0:36 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4}) 0:36 Constant: 0:36 0 (const uint) 0:36 Function Call: foo( ( temp float) 0:35 Function Definition: PixelShaderFunction( ( temp void) 0:35 Function Parameters: 0:? Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' ( in 4-component vector of float FragCoord) 0:35 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:35 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1}) 0:? 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2}) 0:? 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3}) 0:? 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' ( in 4-component vector of float FragCoord) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:30 Function Definition: foo( ( temp float) 0:30 Function Parameters: 0:? Sequence 0:31 Branch: Return with expression 0:31 Constant: 0:31 1.000000 0:35 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:35 Function Parameters: 0:35 'input' ( in 4-component vector of float) 0:? Sequence 0:36 Branch: Return with expression 0:36 vector-scale ( temp 4-component vector of float) 0:36 add ( temp 4-component vector of float) 0:36 add ( temp 4-component vector of float) 0:36 add ( temp 4-component vector of float) 0:36 add ( temp 4-component vector of float) 0:36 'input' ( in 4-component vector of float) 0:36 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float) 0:36 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1}) 0:36 Constant: 0:36 0 (const uint) 0:36 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 0:36 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2}) 0:36 Constant: 0:36 0 (const uint) 0:36 v3: direct index for structure (layout( row_major std140 offset=0) uniform 4-component vector of float) 0:36 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3}) 0:36 Constant: 0:36 0 (const uint) 0:36 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float) 0:36 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4}) 0:36 Constant: 0:36 0 (const uint) 0:36 Function Call: foo( ( temp float) 0:35 Function Definition: PixelShaderFunction( ( temp void) 0:35 Function Parameters: 0:? Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' ( in 4-component vector of float FragCoord) 0:35 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:35 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1}) 0:? 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2}) 0:? 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3}) 0:? 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' ( in 4-component vector of float FragCoord) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 61 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 54 57 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 8 "foo(" Name 14 "@PixelShaderFunction(vf4;" Name 13 "input" Name 20 "buf1" MemberName 20(buf1) 0 "v1" Name 22 "" Name 29 "buf2" MemberName 29(buf2) 0 "v2" Name 31 "" Name 35 "cbufName" MemberName 35(cbufName) 0 "v3" MemberName 35(cbufName) 1 "i3" Name 37 "" Name 42 "tbufName" MemberName 42(tbufName) 0 "v4" MemberName 42(tbufName) 1 "i4" MemberName 42(tbufName) 2 "f1" MemberName 42(tbufName) 3 "f3" MemberName 42(tbufName) 4 "f4" MemberName 42(tbufName) 5 "f5" MemberName 42(tbufName) 6 "f6" MemberName 42(tbufName) 7 "f7" MemberName 42(tbufName) 8 "m1" MemberName 42(tbufName) 9 "m2" MemberName 42(tbufName) 10 "m3" MemberName 42(tbufName) 11 "m4" Name 44 "" Name 52 "input" Name 54 "input" Name 57 "@entryPointOutput" Name 58 "param" MemberDecorate 20(buf1) 0 Offset 0 Decorate 20(buf1) Block Decorate 22 DescriptorSet 0 MemberDecorate 29(buf2) 0 NonWritable MemberDecorate 29(buf2) 0 Offset 0 Decorate 29(buf2) BufferBlock Decorate 31 DescriptorSet 0 MemberDecorate 35(cbufName) 0 Offset 0 MemberDecorate 35(cbufName) 1 Offset 20 Decorate 35(cbufName) Block Decorate 37 DescriptorSet 0 MemberDecorate 42(tbufName) 0 NonWritable MemberDecorate 42(tbufName) 0 Offset 16 MemberDecorate 42(tbufName) 1 NonWritable MemberDecorate 42(tbufName) 1 Offset 48 MemberDecorate 42(tbufName) 2 NonWritable MemberDecorate 42(tbufName) 2 Offset 60 MemberDecorate 42(tbufName) 3 NonWritable MemberDecorate 42(tbufName) 3 Offset 64 MemberDecorate 42(tbufName) 4 NonWritable MemberDecorate 42(tbufName) 4 Offset 68 MemberDecorate 42(tbufName) 5 NonWritable MemberDecorate 42(tbufName) 5 Offset 72 MemberDecorate 42(tbufName) 6 NonWritable MemberDecorate 42(tbufName) 6 Offset 76 MemberDecorate 42(tbufName) 7 NonWritable MemberDecorate 42(tbufName) 7 Offset 128 MemberDecorate 42(tbufName) 8 RowMajor MemberDecorate 42(tbufName) 8 NonWritable MemberDecorate 42(tbufName) 8 Offset 112 MemberDecorate 42(tbufName) 8 MatrixStride 16 MemberDecorate 42(tbufName) 9 ColMajor MemberDecorate 42(tbufName) 9 NonWritable MemberDecorate 42(tbufName) 9 Offset 176 MemberDecorate 42(tbufName) 9 MatrixStride 16 MemberDecorate 42(tbufName) 10 RowMajor MemberDecorate 42(tbufName) 10 NonWritable MemberDecorate 42(tbufName) 10 Offset 240 MemberDecorate 42(tbufName) 10 MatrixStride 16 MemberDecorate 42(tbufName) 11 RowMajor MemberDecorate 42(tbufName) 11 NonWritable MemberDecorate 42(tbufName) 11 Offset 304 MemberDecorate 42(tbufName) 11 MatrixStride 16 Decorate 42(tbufName) BufferBlock Decorate 44 DescriptorSet 0 Decorate 44 Binding 8 Decorate 54(input) BuiltIn FragCoord Decorate 57(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeFunction 6(float) 10: TypeVector 6(float) 4 11: TypePointer Function 10(fvec4) 12: TypeFunction 10(fvec4) 11(ptr) 16: 6(float) Constant 1065353216 20(buf1): TypeStruct 10(fvec4) 21: TypePointer Uniform 20(buf1) 22: 21(ptr) Variable Uniform 23: TypeInt 32 1 24: 23(int) Constant 0 25: TypePointer Uniform 10(fvec4) 29(buf2): TypeStruct 10(fvec4) 30: TypePointer Uniform 29(buf2) 31: 30(ptr) Variable Uniform 35(cbufName): TypeStruct 10(fvec4) 23(int) 36: TypePointer Uniform 35(cbufName) 37: 36(ptr) Variable Uniform 41: TypeMatrix 10(fvec4) 3 42(tbufName): TypeStruct 10(fvec4) 23(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 41 41 41 41 43: TypePointer Uniform 42(tbufName) 44: 43(ptr) Variable Uniform 53: TypePointer Input 10(fvec4) 54(input): 53(ptr) Variable Input 56: TypePointer Output 10(fvec4) 57(@entryPointOutput): 56(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 52(input): 11(ptr) Variable Function 58(param): 11(ptr) Variable Function 55: 10(fvec4) Load 54(input) Store 52(input) 55 59: 10(fvec4) Load 52(input) Store 58(param) 59 60: 10(fvec4) FunctionCall 14(@PixelShaderFunction(vf4;) 58(param) Store 57(@entryPointOutput) 60 Return FunctionEnd 8(foo(): 6(float) Function None 7 9: Label ReturnValue 16 FunctionEnd 14(@PixelShaderFunction(vf4;): 10(fvec4) Function None 12 13(input): 11(ptr) FunctionParameter 15: Label 19: 10(fvec4) Load 13(input) 26: 25(ptr) AccessChain 22 24 27: 10(fvec4) Load 26 28: 10(fvec4) FAdd 19 27 32: 25(ptr) AccessChain 31 24 33: 10(fvec4) Load 32 34: 10(fvec4) FAdd 28 33 38: 25(ptr) AccessChain 37 24 39: 10(fvec4) Load 38 40: 10(fvec4) FAdd 34 39 45: 25(ptr) AccessChain 44 24 46: 10(fvec4) Load 45 47: 10(fvec4) FAdd 40 46 48: 6(float) FunctionCall 8(foo() 49: 10(fvec4) VectorTimesScalar 47 48 ReturnValue 49 FunctionEnd