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hlsl.constantbuffer.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: @main( ( temp 4-component vector of float)
0:20 Function Parameters:
0:? Sequence
0:21 Test condition and select ( temp void)
0:21 Condition
0:21 x: direct index for structure (layout( row_major std140) uniform bool)
0:21 direct index (layout( row_major std140) temp block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:21 direct index (layout( row_major std140) temp 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:21 'cb3' (layout( row_major std140) uniform 2-element array of 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 2 (const int)
0:21 Constant:
0:21 0 (const int)
0:21 true case
0:22 Branch: Return with expression
0:22 add ( temp 4-component vector of float)
0:22 add ( temp 4-component vector of float)
0:22 x: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
0:22 'cb1' (layout( binding=12 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float x})
0:22 Constant:
0:22 0 (const int)
0:22 y: direct index for structure (layout( row_major std140) uniform float)
0:22 direct index (layout( row_major std140) temp block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:22 'cb2' (layout( row_major std140) uniform 3-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:22 Constant:
0:22 1 (const int)
0:22 Constant:
0:22 1 (const int)
0:22 Convert int to float ( temp float)
0:22 c1: direct index for structure (layout( row_major std140) uniform int)
0:22 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform int c1})
0:22 Constant:
0:22 0 (const uint)
0:21 false case
0:24 Branch: Return with expression
0:24 Construct vec4 ( temp 4-component vector of float)
0:24 y: direct index for structure (layout( row_major std140) uniform float)
0:24 direct index (layout( row_major std140) temp block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:24 direct index (layout( row_major std140) temp 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:24 'cb3' (layout( row_major std140) uniform 2-element array of 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 3 (const int)
0:24 Constant:
0:24 1 (const int)
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:20 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'cb1' (layout( binding=12 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float x})
0:? 'cb2' (layout( row_major std140) uniform 3-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:? 'cb3' (layout( row_major std140) uniform 2-element array of 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform int c1})
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
0:20 Function Definition: @main( ( temp 4-component vector of float)
0:20 Function Parameters:
0:? Sequence
0:21 Test condition and select ( temp void)
0:21 Condition
0:21 x: direct index for structure (layout( row_major std140) uniform bool)
0:21 direct index (layout( row_major std140) temp block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:21 direct index (layout( row_major std140) temp 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:21 'cb3' (layout( row_major std140) uniform 2-element array of 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 2 (const int)
0:21 Constant:
0:21 0 (const int)
0:21 true case
0:22 Branch: Return with expression
0:22 add ( temp 4-component vector of float)
0:22 add ( temp 4-component vector of float)
0:22 x: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
0:22 'cb1' (layout( binding=12 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float x})
0:22 Constant:
0:22 0 (const int)
0:22 y: direct index for structure (layout( row_major std140) uniform float)
0:22 direct index (layout( row_major std140) temp block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:22 'cb2' (layout( row_major std140) uniform 3-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:22 Constant:
0:22 1 (const int)
0:22 Constant:
0:22 1 (const int)
0:22 Convert int to float ( temp float)
0:22 c1: direct index for structure (layout( row_major std140) uniform int)
0:22 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform int c1})
0:22 Constant:
0:22 0 (const uint)
0:21 false case
0:24 Branch: Return with expression
0:24 Construct vec4 ( temp 4-component vector of float)
0:24 y: direct index for structure (layout( row_major std140) uniform float)
0:24 direct index (layout( row_major std140) temp block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:24 direct index (layout( row_major std140) temp 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:24 'cb3' (layout( row_major std140) uniform 2-element array of 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 3 (const int)
0:24 Constant:
0:24 1 (const int)
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:20 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'cb1' (layout( binding=12 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float x})
0:? 'cb2' (layout( row_major std140) uniform 3-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:? 'cb3' (layout( row_major std140) uniform 2-element array of 4-element array of block{layout( row_major std140) uniform bool x, layout( row_major std140) uniform float y})
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform int c1})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Validation failed
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 66
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 64
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 12 "cb3"
MemberName 12(cb3) 0 "x"
MemberName 12(cb3) 1 "y"
Name 18 "cb3"
Name 31 "cb1"
MemberName 31(cb1) 0 "x"
Name 33 "cb1"
Name 40 "cb2"
Name 46 "cbuff"
MemberName 46(cbuff) 0 "c1"
Name 48 ""
Name 64 "@entryPointOutput"
MemberDecorate 12(cb3) 0 Offset 0
MemberDecorate 12(cb3) 1 Offset 4
Decorate 12(cb3) Block
Decorate 18(cb3) DescriptorSet 0
Decorate 18(cb3) Binding 1
MemberDecorate 31(cb1) 0 Offset 0
Decorate 31(cb1) Block
Decorate 33(cb1) DescriptorSet 0
Decorate 33(cb1) Binding 12
Decorate 40(cb2) DescriptorSet 0
Decorate 40(cb2) Binding 0
MemberDecorate 46(cbuff) 0 Offset 0
Decorate 46(cbuff) Block
Decorate 48 DescriptorSet 0
Decorate 48 Binding 2
Decorate 64(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypeInt 32 0
12(cb3): TypeStruct 11(int) 6(float)
13: 11(int) Constant 4
14: TypeArray 12(cb3) 13
15: 11(int) Constant 2
16: TypeArray 14 15
17: TypePointer Uniform 16
18(cb3): 17(ptr) Variable Uniform
19: TypeInt 32 1
20: 19(int) Constant 1
21: 19(int) Constant 2
22: 19(int) Constant 0
23: TypePointer Uniform 11(int)
26: TypeBool
27: 11(int) Constant 0
31(cb1): TypeStruct 7(fvec4)
32: TypePointer Uniform 31(cb1)
33(cb1): 32(ptr) Variable Uniform
34: TypePointer Uniform 7(fvec4)
37: 11(int) Constant 3
38: TypeArray 12(cb3) 37
39: TypePointer Uniform 38
40(cb2): 39(ptr) Variable Uniform
41: TypePointer Uniform 6(float)
46(cbuff): TypeStruct 19(int)
47: TypePointer Uniform 46(cbuff)
48: 47(ptr) Variable Uniform
49: TypePointer Uniform 19(int)
57: 19(int) Constant 3
63: TypePointer Output 7(fvec4)
64(@entryPointOutput): 63(ptr) Variable Output
4(main): 2 Function None 3
5: Label
65: 7(fvec4) FunctionCall 9(@main()
Store 64(@entryPointOutput) 65
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
24: 23(ptr) AccessChain 18(cb3) 20 21 22
25: 11(int) Load 24
28: 26(bool) INotEqual 25 27
SelectionMerge 30 None
BranchConditional 28 29 56
29: Label
35: 34(ptr) AccessChain 33(cb1) 22
36: 7(fvec4) Load 35
42: 41(ptr) AccessChain 40(cb2) 20 20
43: 6(float) Load 42
44: 7(fvec4) CompositeConstruct 43 43 43 43
45: 7(fvec4) FAdd 36 44
50: 49(ptr) AccessChain 48 22
51: 19(int) Load 50
52: 6(float) ConvertSToF 51
53: 7(fvec4) CompositeConstruct 52 52 52 52
54: 7(fvec4) FAdd 45 53
ReturnValue 54
56: Label
58: 41(ptr) AccessChain 18(cb3) 20 57 20
59: 6(float) Load 58
60: 7(fvec4) CompositeConstruct 59 59 59 59
ReturnValue 60
30: Label
Unreachable
FunctionEnd
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