HLSL: Allow use of $Global members in between function calls.
This allows global initializers to use $Global members.
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7a41f96d10
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53 changed files with 4566 additions and 4558 deletions
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@ -11,8 +11,8 @@ gl_FragCoord origin is upper left
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0:28 Construct float ( temp float)
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0:? imageLoad ( temp 4-component vector of float)
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0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:28 c1: direct index for structure (layout( offset=0) uniform int)
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0:28 '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})
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0:28 c1: direct index for structure ( uniform int)
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0:28 '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})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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@ -21,8 +21,8 @@ gl_FragCoord origin is upper left
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0:29 Construct int ( temp int)
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0:? imageLoad ( temp 4-component vector of int)
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0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
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0:29 c1: direct index for structure (layout( offset=0) uniform int)
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0:29 '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})
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0:29 c1: direct index for structure ( uniform int)
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0:29 '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})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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@ -31,8 +31,8 @@ gl_FragCoord origin is upper left
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0:30 Construct uint ( temp uint)
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0:? imageLoad ( temp 4-component vector of uint)
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0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
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0:30 c1: direct index for structure (layout( offset=0) uniform int)
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0:30 '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})
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0:30 c1: direct index for structure ( uniform int)
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0:30 '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})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child ( temp 4-component vector of float)
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@ -78,9 +78,9 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
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0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
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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})
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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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})
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Linked fragment stage:
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@ -98,8 +98,8 @@ gl_FragCoord origin is upper left
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0:28 Construct float ( temp float)
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0:? imageLoad ( temp 4-component vector of float)
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0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:28 c1: direct index for structure (layout( offset=0) uniform int)
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0:28 '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})
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0:28 c1: direct index for structure ( uniform int)
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0:28 '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})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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@ -108,8 +108,8 @@ gl_FragCoord origin is upper left
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0:29 Construct int ( temp int)
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0:? imageLoad ( temp 4-component vector of int)
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0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
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0:29 c1: direct index for structure (layout( offset=0) uniform int)
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0:29 '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})
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0:29 c1: direct index for structure ( uniform int)
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0:29 '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})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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@ -118,8 +118,8 @@ gl_FragCoord origin is upper left
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0:30 Construct uint ( temp uint)
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0:? imageLoad ( temp 4-component vector of uint)
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0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
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0:30 c1: direct index for structure (layout( offset=0) uniform int)
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0:30 '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})
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0:30 c1: direct index for structure ( uniform int)
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0:30 '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})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child ( temp 4-component vector of float)
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@ -165,9 +165,9 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer)
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0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer)
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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})
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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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})
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// Module Version 10000
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// Generated by (magic number): 80001
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