hlsl.matType.bool.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:3 Function Definition: TestBoolMatTypes( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:25 Sequence 0:25 move second child to first child ( temp 1X1 matrix of bool) 0:25 'r00' ( temp 1X1 matrix of bool) 0:25 transpose ( temp 1X1 matrix of bool) 0:25 'b1x1' ( temp 1X1 matrix of bool) 0:26 Sequence 0:26 move second child to first child ( temp 1X2 matrix of bool) 0:26 'r01' ( temp 1X2 matrix of bool) 0:26 transpose ( temp 1X2 matrix of bool) 0:26 'b2x1' ( temp 2X1 matrix of bool) 0:27 Sequence 0:27 move second child to first child ( temp 1X3 matrix of bool) 0:27 'r02' ( temp 1X3 matrix of bool) 0:27 transpose ( temp 1X3 matrix of bool) 0:27 'b3x1' ( temp 3X1 matrix of bool) 0:28 Sequence 0:28 move second child to first child ( temp 1X4 matrix of bool) 0:28 'r03' ( temp 1X4 matrix of bool) 0:28 transpose ( temp 1X4 matrix of bool) 0:28 'b4x1' ( temp 4X1 matrix of bool) 0:30 Sequence 0:30 move second child to first child ( temp 2X1 matrix of bool) 0:30 'r10' ( temp 2X1 matrix of bool) 0:30 transpose ( temp 2X1 matrix of bool) 0:30 'b1x2' ( temp 1X2 matrix of bool) 0:31 Sequence 0:31 move second child to first child ( temp 2X2 matrix of bool) 0:31 'r11' ( temp 2X2 matrix of bool) 0:31 transpose ( temp 2X2 matrix of bool) 0:31 'b2x2' ( temp 2X2 matrix of bool) 0:32 Sequence 0:32 move second child to first child ( temp 2X3 matrix of bool) 0:32 'r12' ( temp 2X3 matrix of bool) 0:32 transpose ( temp 2X3 matrix of bool) 0:32 'b3x2' ( temp 3X2 matrix of bool) 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of bool) 0:33 'r13' ( temp 2X4 matrix of bool) 0:33 transpose ( temp 2X4 matrix of bool) 0:33 'b4x2' ( temp 4X2 matrix of bool) 0:35 Sequence 0:35 move second child to first child ( temp 3X1 matrix of bool) 0:35 'r20' ( temp 3X1 matrix of bool) 0:35 transpose ( temp 3X1 matrix of bool) 0:35 'b1x3' ( temp 1X3 matrix of bool) 0:36 Sequence 0:36 move second child to first child ( temp 3X2 matrix of bool) 0:36 'r21' ( temp 3X2 matrix of bool) 0:36 transpose ( temp 3X2 matrix of bool) 0:36 'b2x3' ( temp 2X3 matrix of bool) 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of bool) 0:37 'r22' ( temp 3X3 matrix of bool) 0:37 transpose ( temp 3X3 matrix of bool) 0:37 'b3x3' ( temp 3X3 matrix of bool) 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of bool) 0:38 'r23' ( temp 3X4 matrix of bool) 0:38 transpose ( temp 3X4 matrix of bool) 0:38 'b4x3' ( temp 4X3 matrix of bool) 0:40 Sequence 0:40 move second child to first child ( temp 4X1 matrix of bool) 0:40 'r30' ( temp 4X1 matrix of bool) 0:40 transpose ( temp 4X1 matrix of bool) 0:40 'b1x4' ( temp 1X4 matrix of bool) 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of bool) 0:41 'r31' ( temp 4X2 matrix of bool) 0:41 transpose ( temp 4X2 matrix of bool) 0:41 'b2x4' ( temp 2X4 matrix of bool) 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of bool) 0:42 'r32' ( temp 4X3 matrix of bool) 0:42 transpose ( temp 4X3 matrix of bool) 0:42 'b3x4' ( temp 3X4 matrix of bool) 0:43 Sequence 0:43 move second child to first child ( temp 4X4 matrix of bool) 0:43 'r33' ( temp 4X4 matrix of bool) 0:43 transpose ( temp 4X4 matrix of bool) 0:43 'b4x4' ( temp 4X4 matrix of bool) 0:49 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:49 Function Parameters: 0:? Sequence 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 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 0.000000 0:51 0.000000 0:51 0.000000 0:51 0.000000 0:52 Branch: Return with expression 0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:49 Function Definition: main( ( temp void) 0:49 Function Parameters: 0:? Sequence 0:49 Sequence 0:49 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 0:49 color: direct index for structure ( temp 4-component vector of float) 0:49 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:49 Constant: 0:49 0 (const int) 0:? Linker Objects 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 0:3 Function Definition: TestBoolMatTypes( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:25 Sequence 0:25 move second child to first child ( temp 1X1 matrix of bool) 0:25 'r00' ( temp 1X1 matrix of bool) 0:25 transpose ( temp 1X1 matrix of bool) 0:25 'b1x1' ( temp 1X1 matrix of bool) 0:26 Sequence 0:26 move second child to first child ( temp 1X2 matrix of bool) 0:26 'r01' ( temp 1X2 matrix of bool) 0:26 transpose ( temp 1X2 matrix of bool) 0:26 'b2x1' ( temp 2X1 matrix of bool) 0:27 Sequence 0:27 move second child to first child ( temp 1X3 matrix of bool) 0:27 'r02' ( temp 1X3 matrix of bool) 0:27 transpose ( temp 1X3 matrix of bool) 0:27 'b3x1' ( temp 3X1 matrix of bool) 0:28 Sequence 0:28 move second child to first child ( temp 1X4 matrix of bool) 0:28 'r03' ( temp 1X4 matrix of bool) 0:28 transpose ( temp 1X4 matrix of bool) 0:28 'b4x1' ( temp 4X1 matrix of bool) 0:30 Sequence 0:30 move second child to first child ( temp 2X1 matrix of bool) 0:30 'r10' ( temp 2X1 matrix of bool) 0:30 transpose ( temp 2X1 matrix of bool) 0:30 'b1x2' ( temp 1X2 matrix of bool) 0:31 Sequence 0:31 move second child to first child ( temp 2X2 matrix of bool) 0:31 'r11' ( temp 2X2 matrix of bool) 0:31 transpose ( temp 2X2 matrix of bool) 0:31 'b2x2' ( temp 2X2 matrix of bool) 0:32 Sequence 0:32 move second child to first child ( temp 2X3 matrix of bool) 0:32 'r12' ( temp 2X3 matrix of bool) 0:32 transpose ( temp 2X3 matrix of bool) 0:32 'b3x2' ( temp 3X2 matrix of bool) 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of bool) 0:33 'r13' ( temp 2X4 matrix of bool) 0:33 transpose ( temp 2X4 matrix of bool) 0:33 'b4x2' ( temp 4X2 matrix of bool) 0:35 Sequence 0:35 move second child to first child ( temp 3X1 matrix of bool) 0:35 'r20' ( temp 3X1 matrix of bool) 0:35 transpose ( temp 3X1 matrix of bool) 0:35 'b1x3' ( temp 1X3 matrix of bool) 0:36 Sequence 0:36 move second child to first child ( temp 3X2 matrix of bool) 0:36 'r21' ( temp 3X2 matrix of bool) 0:36 transpose ( temp 3X2 matrix of bool) 0:36 'b2x3' ( temp 2X3 matrix of bool) 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of bool) 0:37 'r22' ( temp 3X3 matrix of bool) 0:37 transpose ( temp 3X3 matrix of bool) 0:37 'b3x3' ( temp 3X3 matrix of bool) 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of bool) 0:38 'r23' ( temp 3X4 matrix of bool) 0:38 transpose ( temp 3X4 matrix of bool) 0:38 'b4x3' ( temp 4X3 matrix of bool) 0:40 Sequence 0:40 move second child to first child ( temp 4X1 matrix of bool) 0:40 'r30' ( temp 4X1 matrix of bool) 0:40 transpose ( temp 4X1 matrix of bool) 0:40 'b1x4' ( temp 1X4 matrix of bool) 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of bool) 0:41 'r31' ( temp 4X2 matrix of bool) 0:41 transpose ( temp 4X2 matrix of bool) 0:41 'b2x4' ( temp 2X4 matrix of bool) 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of bool) 0:42 'r32' ( temp 4X3 matrix of bool) 0:42 transpose ( temp 4X3 matrix of bool) 0:42 'b3x4' ( temp 3X4 matrix of bool) 0:43 Sequence 0:43 move second child to first child ( temp 4X4 matrix of bool) 0:43 'r33' ( temp 4X4 matrix of bool) 0:43 transpose ( temp 4X4 matrix of bool) 0:43 'b4x4' ( temp 4X4 matrix of bool) 0:49 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:49 Function Parameters: 0:? Sequence 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 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 0.000000 0:51 0.000000 0:51 0.000000 0:51 0.000000 0:52 Branch: Return with expression 0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:49 Function Definition: main( ( temp void) 0:49 Function Parameters: 0:? Sequence 0:49 Sequence 0:49 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 0:49 color: direct index for structure ( temp 4-component vector of float) 0:49 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:49 Constant: 0:49 0 (const int) 0:? Linker Objects 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) Validation failed // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 130 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 127 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 6 "TestBoolMatTypes(" Name 10 "PS_OUTPUT" MemberName 10(PS_OUTPUT) 0 "color" Name 12 "@main(" Name 18 "r00" Name 19 "b1x1" Name 25 "r01" Name 28 "b2x1" Name 34 "r02" Name 37 "b3x1" Name 43 "r03" Name 46 "b4x1" Name 49 "r10" Name 50 "b1x2" Name 55 "r11" Name 56 "b2x2" Name 61 "r12" Name 64 "b3x2" Name 69 "r13" Name 72 "b4x2" Name 75 "r20" Name 76 "b1x3" Name 79 "r21" Name 80 "b2x3" Name 85 "r22" Name 86 "b3x3" Name 91 "r23" Name 94 "b4x3" Name 97 "r30" Name 98 "b1x4" Name 101 "r31" Name 102 "b2x4" Name 105 "r32" Name 106 "b3x4" Name 111 "r33" Name 112 "b4x4" Name 116 "ps_output" Name 127 "@entryPointOutput.color" Decorate 127(@entryPointOutput.color) Location 0 2: TypeVoid 3: TypeFunction 2 8: TypeFloat 32 9: TypeVector 8(float) 4 10(PS_OUTPUT): TypeStruct 9(fvec4) 11: TypeFunction 10(PS_OUTPUT) 14: TypeBool 15: TypeVector 14(bool) 1 16: TypeMatrix 15(bvec) 1 17: TypePointer Function 16 22: TypeVector 14(bool) 2 23: TypeMatrix 22(bvec2) 1 24: TypePointer Function 23 26: TypeMatrix 15(bvec) 2 27: TypePointer Function 26 31: TypeVector 14(bool) 3 32: TypeMatrix 31(bvec3) 1 33: TypePointer Function 32 35: TypeMatrix 15(bvec) 3 36: TypePointer Function 35 40: TypeVector 14(bool) 4 41: TypeMatrix 40(bvec4) 1 42: TypePointer Function 41 44: TypeMatrix 15(bvec) 4 45: TypePointer Function 44 53: TypeMatrix 22(bvec2) 2 54: TypePointer Function 53 59: TypeMatrix 31(bvec3) 2 60: TypePointer Function 59 62: TypeMatrix 22(bvec2) 3 63: TypePointer Function 62 67: TypeMatrix 40(bvec4) 2 68: TypePointer Function 67 70: TypeMatrix 22(bvec2) 4 71: TypePointer Function 70 83: TypeMatrix 31(bvec3) 3 84: TypePointer Function 83 89: TypeMatrix 40(bvec4) 3 90: TypePointer Function 89 92: TypeMatrix 31(bvec3) 4 93: TypePointer Function 92 109: TypeMatrix 40(bvec4) 4 110: TypePointer Function 109 115: TypePointer Function 10(PS_OUTPUT) 117: TypeInt 32 1 118: 117(int) Constant 0 119: 8(float) Constant 0 120: 9(fvec4) ConstantComposite 119 119 119 119 121: TypePointer Function 9(fvec4) 126: TypePointer Output 9(fvec4) 127(@entryPointOutput.color): 126(ptr) Variable Output 4(main): 2 Function None 3 5: Label 128:10(PS_OUTPUT) FunctionCall 12(@main() 129: 9(fvec4) CompositeExtract 128 0 Store 127(@entryPointOutput.color) 129 Return FunctionEnd 6(TestBoolMatTypes(): 2 Function None 3 7: Label 18(r00): 17(ptr) Variable Function 19(b1x1): 17(ptr) Variable Function 25(r01): 24(ptr) Variable Function 28(b2x1): 27(ptr) Variable Function 34(r02): 33(ptr) Variable Function 37(b3x1): 36(ptr) Variable Function 43(r03): 42(ptr) Variable Function 46(b4x1): 45(ptr) Variable Function 49(r10): 27(ptr) Variable Function 50(b1x2): 24(ptr) Variable Function 55(r11): 54(ptr) Variable Function 56(b2x2): 54(ptr) Variable Function 61(r12): 60(ptr) Variable Function 64(b3x2): 63(ptr) Variable Function 69(r13): 68(ptr) Variable Function 72(b4x2): 71(ptr) Variable Function 75(r20): 36(ptr) Variable Function 76(b1x3): 33(ptr) Variable Function 79(r21): 63(ptr) Variable Function 80(b2x3): 60(ptr) Variable Function 85(r22): 84(ptr) Variable Function 86(b3x3): 84(ptr) Variable Function 91(r23): 90(ptr) Variable Function 94(b4x3): 93(ptr) Variable Function 97(r30): 45(ptr) Variable Function 98(b1x4): 42(ptr) Variable Function 101(r31): 71(ptr) Variable Function 102(b2x4): 68(ptr) Variable Function 105(r32): 93(ptr) Variable Function 106(b3x4): 90(ptr) Variable Function 111(r33): 110(ptr) Variable Function 112(b4x4): 110(ptr) Variable Function 20: 16 Load 19(b1x1) 21: 16 Transpose 20 Store 18(r00) 21 29: 26 Load 28(b2x1) 30: 23 Transpose 29 Store 25(r01) 30 38: 35 Load 37(b3x1) 39: 32 Transpose 38 Store 34(r02) 39 47: 44 Load 46(b4x1) 48: 41 Transpose 47 Store 43(r03) 48 51: 23 Load 50(b1x2) 52: 26 Transpose 51 Store 49(r10) 52 57: 53 Load 56(b2x2) 58: 53 Transpose 57 Store 55(r11) 58 65: 62 Load 64(b3x2) 66: 59 Transpose 65 Store 61(r12) 66 73: 70 Load 72(b4x2) 74: 67 Transpose 73 Store 69(r13) 74 77: 32 Load 76(b1x3) 78: 35 Transpose 77 Store 75(r20) 78 81: 59 Load 80(b2x3) 82: 62 Transpose 81 Store 79(r21) 82 87: 83 Load 86(b3x3) 88: 83 Transpose 87 Store 85(r22) 88 95: 92 Load 94(b4x3) 96: 89 Transpose 95 Store 91(r23) 96 99: 41 Load 98(b1x4) 100: 44 Transpose 99 Store 97(r30) 100 103: 67 Load 102(b2x4) 104: 70 Transpose 103 Store 101(r31) 104 107: 89 Load 106(b3x4) 108: 92 Transpose 107 Store 105(r32) 108 113: 109 Load 112(b4x4) 114: 109 Transpose 113 Store 111(r33) 114 Return FunctionEnd 12(@main():10(PS_OUTPUT) Function None 11 13: Label 116(ps_output): 115(ptr) Variable Function 122: 121(ptr) AccessChain 116(ps_output) 118 Store 122 120 123:10(PS_OUTPUT) Load 116(ps_output) ReturnValue 123 FunctionEnd