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124
externals/glslang/Test/baseResults/hlsl.promote.atomic.frag.out
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124
externals/glslang/Test/baseResults/hlsl.promote.atomic.frag.out
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hlsl.promote.atomic.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @main( ( temp 4-component vector of float)
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0:5 Function Parameters:
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0:? Sequence
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0:13 move second child to first child ( temp int)
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0:13 'Orig' ( temp int)
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0:13 Convert uint to int ( temp int)
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0:13 imageAtomicAdd ( temp uint)
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0:13 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
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0:13 'Loc' ( temp int)
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0:13 Convert int to uint ( temp uint)
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0:13 'Inc' ( temp int)
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0:15 Branch: Return with expression
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0:15 Constant:
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0:15 0.000000
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0:15 0.000000
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0:15 0.000000
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0:15 0.000000
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0:5 Function Definition: main( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:5 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @main( ( temp 4-component vector of float)
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0:5 Function Parameters:
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0:? Sequence
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0:13 move second child to first child ( temp int)
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0:13 'Orig' ( temp int)
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0:13 Convert uint to int ( temp int)
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0:13 imageAtomicAdd ( temp uint)
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0:13 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
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0:13 'Loc' ( temp int)
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0:13 Convert int to uint ( temp uint)
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0:13 'Inc' ( temp int)
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0:15 Branch: Return with expression
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0:15 Constant:
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0:15 0.000000
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0:15 0.000000
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0:15 0.000000
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0:15 0.000000
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0:5 Function Definition: main( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:5 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 36
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Capability Shader
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Capability ImageBuffer
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 34
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 9 "@main("
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Name 13 "Orig"
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Name 17 "s_uintbuff"
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Name 18 "Loc"
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Name 20 "Inc"
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Name 34 "@entryPointOutput"
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Decorate 17(s_uintbuff) DescriptorSet 0
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Decorate 17(s_uintbuff) Binding 0
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Decorate 34(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypeFunction 7(fvec4)
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11: TypeInt 32 1
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12: TypePointer Function 11(int)
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14: TypeInt 32 0
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15: TypeImage 14(int) Buffer nonsampled format:R32ui
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16: TypePointer UniformConstant 15
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17(s_uintbuff): 16(ptr) Variable UniformConstant
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23: 14(int) Constant 0
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24: TypePointer Image 14(int)
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26: 14(int) Constant 1
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29: 6(float) Constant 0
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30: 7(fvec4) ConstantComposite 29 29 29 29
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33: TypePointer Output 7(fvec4)
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34(@entryPointOutput): 33(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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35: 7(fvec4) FunctionCall 9(@main()
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Store 34(@entryPointOutput) 35
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Return
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FunctionEnd
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9(@main(): 7(fvec4) Function None 8
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10: Label
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13(Orig): 12(ptr) Variable Function
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18(Loc): 12(ptr) Variable Function
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20(Inc): 12(ptr) Variable Function
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19: 11(int) Load 18(Loc)
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21: 11(int) Load 20(Inc)
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22: 14(int) Bitcast 21
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25: 24(ptr) ImageTexelPointer 17(s_uintbuff) 19 23
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27: 14(int) AtomicIAdd 25 26 23 22
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28: 11(int) Bitcast 27
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Store 13(Orig) 28
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ReturnValue 30
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FunctionEnd
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