HLSL: Allow use of $Global members in between function calls.

This allows global initializers to use $Global members.
This commit is contained in:
John Kessenich 2017-03-22 23:21:34 -06:00
parent 7a41f96d10
commit 000c818efb
53 changed files with 4566 additions and 4558 deletions

View file

@ -8,16 +8,16 @@ gl_FragCoord origin is upper left
0:52 textureFetch ( temp 4-component vector of float)
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:52 vector swizzle ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
@ -25,16 +25,16 @@ gl_FragCoord origin is upper left
0:53 textureFetch ( temp 4-component vector of int)
0:53 'g_tTex1di4' ( uniform itexture1D)
0:53 vector swizzle ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
@ -42,16 +42,16 @@ gl_FragCoord origin is upper left
0:54 textureFetch ( temp 4-component vector of uint)
0:54 'g_tTex1du4' ( uniform utexture1D)
0:54 vector swizzle ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Constant:
@ -59,8 +59,8 @@ gl_FragCoord origin is upper left
0:57 textureFetch ( temp 4-component vector of float)
0:57 'g_tTex2df4' ( uniform texture2D)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@ -69,8 +69,8 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
@ -78,8 +78,8 @@ gl_FragCoord origin is upper left
0:58 textureFetch ( temp 4-component vector of int)
0:58 'g_tTex2di4' ( uniform itexture2D)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@ -88,8 +88,8 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
@ -97,8 +97,8 @@ gl_FragCoord origin is upper left
0:59 textureFetch ( temp 4-component vector of uint)
0:59 'g_tTex2du4' ( uniform utexture2D)
0:59 vector swizzle ( temp 2-component vector of int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Sequence
@ -107,8 +107,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 1 (const int)
0:59 direct index ( temp int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
@ -116,8 +116,8 @@ gl_FragCoord origin is upper left
0:62 textureFetch ( temp 4-component vector of float)
0:62 'g_tTex3df4' ( uniform texture3D)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@ -128,8 +128,8 @@ gl_FragCoord origin is upper left
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
@ -137,8 +137,8 @@ gl_FragCoord origin is upper left
0:63 textureFetch ( temp 4-component vector of int)
0:63 'g_tTex3di4' ( uniform itexture3D)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@ -149,8 +149,8 @@ gl_FragCoord origin is upper left
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
@ -158,8 +158,8 @@ gl_FragCoord origin is upper left
0:64 textureFetch ( temp 4-component vector of uint)
0:64 'g_tTex3du4' ( uniform utexture3D)
0:64 vector swizzle ( temp 3-component vector of int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
@ -170,8 +170,8 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 2 (const int)
0:64 direct index ( temp int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
@ -237,9 +237,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
Linked fragment stage:
@ -254,16 +254,16 @@ gl_FragCoord origin is upper left
0:52 textureFetch ( temp 4-component vector of float)
0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:52 vector swizzle ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp int)
0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c2: direct index for structure ( uniform 2-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 1 (const uint)
0:52 Constant:
@ -271,16 +271,16 @@ gl_FragCoord origin is upper left
0:53 textureFetch ( temp 4-component vector of int)
0:53 'g_tTex1di4' ( uniform itexture1D)
0:53 vector swizzle ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index ( temp int)
0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c2: direct index for structure ( uniform 2-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 1 (const uint)
0:53 Constant:
@ -288,16 +288,16 @@ gl_FragCoord origin is upper left
0:54 textureFetch ( temp 4-component vector of uint)
0:54 'g_tTex1du4' ( uniform utexture1D)
0:54 vector swizzle ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index ( temp int)
0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c2: direct index for structure ( uniform 2-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 1 (const uint)
0:54 Constant:
@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
0:57 textureFetch ( temp 4-component vector of float)
0:57 'g_tTex2df4' ( uniform texture2D)
0:57 vector swizzle ( temp 2-component vector of int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Sequence
@ -315,8 +315,8 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 1 (const int)
0:57 direct index ( temp int)
0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c3: direct index for structure ( uniform 3-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 2 (const uint)
0:57 Constant:
@ -324,8 +324,8 @@ gl_FragCoord origin is upper left
0:58 textureFetch ( temp 4-component vector of int)
0:58 'g_tTex2di4' ( uniform itexture2D)
0:58 vector swizzle ( temp 2-component vector of int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Sequence
@ -334,8 +334,8 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 1 (const int)
0:58 direct index ( temp int)
0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c3: direct index for structure ( uniform 3-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 2 (const uint)
0:58 Constant:
@ -343,8 +343,8 @@ gl_FragCoord origin is upper left
0:59 textureFetch ( temp 4-component vector of uint)
0:59 'g_tTex2du4' ( uniform utexture2D)
0:59 vector swizzle ( temp 2-component vector of int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Sequence
@ -353,8 +353,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 1 (const int)
0:59 direct index ( temp int)
0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c3: direct index for structure ( uniform 3-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 2 (const uint)
0:59 Constant:
@ -362,8 +362,8 @@ gl_FragCoord origin is upper left
0:62 textureFetch ( temp 4-component vector of float)
0:62 'g_tTex3df4' ( uniform texture3D)
0:62 vector swizzle ( temp 3-component vector of int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
@ -374,8 +374,8 @@ gl_FragCoord origin is upper left
0:62 Constant:
0:62 2 (const int)
0:62 direct index ( temp int)
0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:62 c4: direct index for structure ( uniform 4-component vector of int)
0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
@ -383,8 +383,8 @@ gl_FragCoord origin is upper left
0:63 textureFetch ( temp 4-component vector of int)
0:63 'g_tTex3di4' ( uniform itexture3D)
0:63 vector swizzle ( temp 3-component vector of int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
@ -395,8 +395,8 @@ gl_FragCoord origin is upper left
0:63 Constant:
0:63 2 (const int)
0:63 direct index ( temp int)
0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:63 c4: direct index for structure ( uniform 4-component vector of int)
0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
@ -404,8 +404,8 @@ gl_FragCoord origin is upper left
0:64 textureFetch ( temp 4-component vector of uint)
0:64 'g_tTex3du4' ( uniform utexture3D)
0:64 vector swizzle ( temp 3-component vector of int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
@ -416,8 +416,8 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 2 (const int)
0:64 direct index ( temp int)
0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:64 c4: direct index for structure ( uniform 4-component vector of int)
0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
@ -483,9 +483,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
// Module Version 10000
// Generated by (magic number): 80001