glslang/Test/baseResults/hlsl.conditional.frag.out

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Executable File

hlsl.conditional.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
0:8 Function Parameters:
0:? Sequence
0:12 Branch: Return with expression
0:11 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:9 add ( temp 4-component vector of float)
0:9 mix ( temp 4-component vector of float)
0:9 f4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 2 (const uint)
0:9 t4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 1 (const uint)
0:9 Convert float to bool ( temp 4-component vector of bool)
0:9 c4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 0 (const uint)
0:10 mix ( temp 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 f: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 4 (const uint)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 t: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 3 (const uint)
0:10 Convert float to bool ( temp 4-component vector of bool)
0:10 c4: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 0 (const uint)
0:11 mix ( temp 4-component vector of float)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 2 (const uint)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 1 (const uint)
0:11 Compare Less Than ( temp 4-component vector of bool)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 1 (const uint)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 2 (const uint)
0:12 mix ( temp 4-component vector of float)
0:12 f4: direct index for structure ( uniform 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 2 (const uint)
0:12 Construct vec4 ( temp 4-component vector of float)
0:12 t: direct index for structure ( uniform float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 3 (const uint)
0:12 Convert float to bool ( temp 4-component vector of bool)
0:12 c4: direct index for structure ( uniform 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 0 (const uint)
0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
0:16 Function Parameters:
0:? Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'ret' ( temp 4-component vector of float)
0:17 Test condition and select ( temp 4-component vector of float)
0:17 Condition
0:17 Compare Not Equal ( temp bool)
0:17 t: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 3 (const uint)
0:17 f: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 4 (const uint)
0:17 true case
0:17 vector-scale ( temp 4-component vector of float)
0:17 t: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 3 (const uint)
0:17 f4: direct index for structure ( uniform 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 2 (const uint)
0:17 false case
0:17 Constant:
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:18 Branch: Return with expression
0:18 'ret' ( temp 4-component vector of float)
0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:22 Function Parameters:
0:22 'cnd' ( in 2-component vector of bool)
0:22 'src0' ( in 2-component vector of float)
0:22 'src1' ( in 2-component vector of float)
0:? Sequence
0:23 Branch: Return with expression
0:23 mix ( temp 2-component vector of float)
0:23 'src1' ( in 2-component vector of float)
0:23 'src0' ( in 2-component vector of float)
0:23 'cnd' ( in 2-component vector of bool)
0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:27 Function Parameters:
0:27 'input' ( in 4-component vector of float)
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'a' ( temp int)
0:28 Constant:
0:28 5 (const int)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'b' ( temp int)
0:29 Constant:
0:29 6 (const int)
0:30 Sequence
0:30 move second child to first child ( temp int)
0:30 'c' ( temp int)
0:30 Constant:
0:30 7 (const int)
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'd' ( temp int)
0:31 Constant:
0:31 7 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'ret' ( temp 4-component vector of float)
0:34 add ( temp 4-component vector of float)
0:33 add ( temp 4-component vector of float)
0:32 add ( temp 4-component vector of float)
0:32 vector-scale ( temp 4-component vector of float)
0:32 Convert int to float ( temp float)
0:32 'a' ( temp int)
0:32 'input' ( in 4-component vector of float)
0:33 vector-scale ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
0:33 'b' ( temp int)
0:33 'input' ( in 4-component vector of float)
0:34 vector-scale ( temp 4-component vector of float)
0:34 Convert int to float ( temp float)
0:34 'c' ( temp int)
0:34 'input' ( in 4-component vector of float)
0:35 vector-scale ( temp 4-component vector of float)
0:35 Convert int to float ( temp float)
0:35 'd' ( temp int)
0:35 'input' ( in 4-component vector of float)
0:37 Comma ( temp int)
0:37 move second child to first child ( temp int)
0:37 'e' ( temp int)
0:37 move second child to first child ( temp int)
0:37 'a' ( temp int)
0:37 Test condition and select ( temp int)
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'b' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'c' ( temp int)
0:37 'd' ( temp int)
0:37 false case
0:37 Constant:
0:37 10 (const int)
0:37 move second child to first child ( temp int)
0:37 'b' ( temp int)
0:37 Test condition and select ( temp int)
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'a' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'd' ( temp int)
0:37 'c' ( temp int)
0:37 false case
0:37 Constant:
0:37 11 (const int)
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'f' ( temp 4-component vector of float)
0:39 Test condition and select ( temp 4-component vector of float)
0:39 Condition
0:39 Compare Less Than ( temp bool)
0:39 direct index ( temp float)
0:39 'ret' ( temp 4-component vector of float)
0:39 Constant:
0:39 0 (const int)
0:39 direct index ( temp float)
0:39 'input' ( in 4-component vector of float)
0:39 Constant:
0:39 1 (const int)
0:39 true case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'c' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:39 false case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'd' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:41 Branch: Return with expression
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 vector-scale ( temp 4-component vector of float)
0:40 Convert int to float ( temp float)
0:40 'e' ( temp int)
0:40 'ret' ( temp 4-component vector of float)
0:40 'f' ( temp 4-component vector of float)
0:40 Function Call: vectorCond( ( temp 4-component vector of float)
0:40 Function Call: scalarCond( ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:? Constant:
0:? true (const bool)
0:? false (const bool)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? Constant:
0:? 3.000000
0:? 4.000000
0:41 Constant:
0:41 10.000000
0:41 Constant:
0:41 10.000000
0:27 Function Definition: PixelShaderFunction( ( temp void)
0:27 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:27 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
0:8 Function Parameters:
0:? Sequence
0:12 Branch: Return with expression
0:11 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:9 add ( temp 4-component vector of float)
0:9 mix ( temp 4-component vector of float)
0:9 f4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 2 (const uint)
0:9 t4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 1 (const uint)
0:9 Convert float to bool ( temp 4-component vector of bool)
0:9 c4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 0 (const uint)
0:10 mix ( temp 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 f: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 4 (const uint)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 t: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 3 (const uint)
0:10 Convert float to bool ( temp 4-component vector of bool)
0:10 c4: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 0 (const uint)
0:11 mix ( temp 4-component vector of float)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 2 (const uint)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 1 (const uint)
0:11 Compare Less Than ( temp 4-component vector of bool)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 1 (const uint)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 2 (const uint)
0:12 mix ( temp 4-component vector of float)
0:12 f4: direct index for structure ( uniform 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 2 (const uint)
0:12 Construct vec4 ( temp 4-component vector of float)
0:12 t: direct index for structure ( uniform float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 3 (const uint)
0:12 Convert float to bool ( temp 4-component vector of bool)
0:12 c4: direct index for structure ( uniform 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 0 (const uint)
0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
0:16 Function Parameters:
0:? Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'ret' ( temp 4-component vector of float)
0:17 Test condition and select ( temp 4-component vector of float)
0:17 Condition
0:17 Compare Not Equal ( temp bool)
0:17 t: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 3 (const uint)
0:17 f: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 4 (const uint)
0:17 true case
0:17 vector-scale ( temp 4-component vector of float)
0:17 t: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 3 (const uint)
0:17 f4: direct index for structure ( uniform 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 2 (const uint)
0:17 false case
0:17 Constant:
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:18 Branch: Return with expression
0:18 'ret' ( temp 4-component vector of float)
0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:22 Function Parameters:
0:22 'cnd' ( in 2-component vector of bool)
0:22 'src0' ( in 2-component vector of float)
0:22 'src1' ( in 2-component vector of float)
0:? Sequence
0:23 Branch: Return with expression
0:23 mix ( temp 2-component vector of float)
0:23 'src1' ( in 2-component vector of float)
0:23 'src0' ( in 2-component vector of float)
0:23 'cnd' ( in 2-component vector of bool)
0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:27 Function Parameters:
0:27 'input' ( in 4-component vector of float)
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'a' ( temp int)
0:28 Constant:
0:28 5 (const int)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'b' ( temp int)
0:29 Constant:
0:29 6 (const int)
0:30 Sequence
0:30 move second child to first child ( temp int)
0:30 'c' ( temp int)
0:30 Constant:
0:30 7 (const int)
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'd' ( temp int)
0:31 Constant:
0:31 7 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'ret' ( temp 4-component vector of float)
0:34 add ( temp 4-component vector of float)
0:33 add ( temp 4-component vector of float)
0:32 add ( temp 4-component vector of float)
0:32 vector-scale ( temp 4-component vector of float)
0:32 Convert int to float ( temp float)
0:32 'a' ( temp int)
0:32 'input' ( in 4-component vector of float)
0:33 vector-scale ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
0:33 'b' ( temp int)
0:33 'input' ( in 4-component vector of float)
0:34 vector-scale ( temp 4-component vector of float)
0:34 Convert int to float ( temp float)
0:34 'c' ( temp int)
0:34 'input' ( in 4-component vector of float)
0:35 vector-scale ( temp 4-component vector of float)
0:35 Convert int to float ( temp float)
0:35 'd' ( temp int)
0:35 'input' ( in 4-component vector of float)
0:37 Comma ( temp int)
0:37 move second child to first child ( temp int)
0:37 'e' ( temp int)
0:37 move second child to first child ( temp int)
0:37 'a' ( temp int)
0:37 Test condition and select ( temp int)
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'b' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'c' ( temp int)
0:37 'd' ( temp int)
0:37 false case
0:37 Constant:
0:37 10 (const int)
0:37 move second child to first child ( temp int)
0:37 'b' ( temp int)
0:37 Test condition and select ( temp int)
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'a' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'd' ( temp int)
0:37 'c' ( temp int)
0:37 false case
0:37 Constant:
0:37 11 (const int)
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'f' ( temp 4-component vector of float)
0:39 Test condition and select ( temp 4-component vector of float)
0:39 Condition
0:39 Compare Less Than ( temp bool)
0:39 direct index ( temp float)
0:39 'ret' ( temp 4-component vector of float)
0:39 Constant:
0:39 0 (const int)
0:39 direct index ( temp float)
0:39 'input' ( in 4-component vector of float)
0:39 Constant:
0:39 1 (const int)
0:39 true case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'c' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:39 false case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'd' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:41 Branch: Return with expression
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 vector-scale ( temp 4-component vector of float)
0:40 Convert int to float ( temp float)
0:40 'e' ( temp int)
0:40 'ret' ( temp 4-component vector of float)
0:40 'f' ( temp 4-component vector of float)
0:40 Function Call: vectorCond( ( temp 4-component vector of float)
0:40 Function Call: scalarCond( ( temp 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:? Constant:
0:? true (const bool)
0:? false (const bool)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? Constant:
0:? 3.000000
0:? 4.000000
0:41 Constant:
0:41 10.000000
0:41 Constant:
0:41 10.000000
0:27 Function Definition: PixelShaderFunction( ( temp void)
0:27 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:27 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80003
// Id's are bound by 220
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 213 216
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 9 "vectorCond("
Name 11 "scalarCond("
Name 22 "fbSelect(vb2;vf2;vf2;"
Name 19 "cnd"
Name 20 "src0"
Name 21 "src1"
Name 27 "@PixelShaderFunction(vf4;"
Name 26 "input"
Name 29 "$Global"
MemberName 29($Global) 0 "c4"
MemberName 29($Global) 1 "t4"
MemberName 29($Global) 2 "f4"
MemberName 29($Global) 3 "t"
MemberName 29($Global) 4 "f"
Name 31 ""
Name 85 "ret"
Name 113 "a"
Name 115 "b"
Name 117 "c"
Name 119 "d"
Name 120 "ret"
Name 140 "e"
Name 161 "f"
Name 200 "param"
Name 201 "param"
Name 202 "param"
Name 211 "input"
Name 213 "input"
Name 216 "@entryPointOutput"
Name 217 "param"
MemberDecorate 29($Global) 0 Offset 0
MemberDecorate 29($Global) 1 Offset 16
MemberDecorate 29($Global) 2 Offset 32
MemberDecorate 29($Global) 3 Offset 48
MemberDecorate 29($Global) 4 Offset 52
Decorate 29($Global) Block
Decorate 31 DescriptorSet 0
Decorate 213(input) Location 0
Decorate 216(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
13: TypeBool
14: TypeVector 13(bool) 2
15: TypePointer Function 14(bvec2)
16: TypeVector 6(float) 2
17: TypePointer Function 16(fvec2)
18: TypeFunction 16(fvec2) 15(ptr) 17(ptr) 17(ptr)
24: TypePointer Function 7(fvec4)
25: TypeFunction 7(fvec4) 24(ptr)
29($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float)
30: TypePointer Uniform 29($Global)
31: 30(ptr) Variable Uniform
32: TypeInt 32 1
33: 32(int) Constant 2
34: TypePointer Uniform 7(fvec4)
37: 32(int) Constant 1
40: 32(int) Constant 0
43: TypeVector 13(bool) 4
44: 6(float) Constant 0
45: 7(fvec4) ConstantComposite 44 44 44 44
48: 32(int) Constant 4
49: TypePointer Uniform 6(float)
53: 32(int) Constant 3
100: 6(float) Constant 1065353216
101: 7(fvec4) ConstantComposite 100 100 100 100
112: TypePointer Function 32(int)
114: 32(int) Constant 5
116: 32(int) Constant 6
118: 32(int) Constant 7
143: TypeInt 32 0
144: 143(int) Constant 0
150: 32(int) Constant 10
159: 32(int) Constant 11
163: TypePointer Function 6(float)
166: 143(int) Constant 1
192: 13(bool) ConstantTrue
193: 13(bool) ConstantFalse
194: 14(bvec2) ConstantComposite 192 193
195: 6(float) Constant 1073741824
196: 16(fvec2) ConstantComposite 100 195
197: 6(float) Constant 1077936128
198: 6(float) Constant 1082130432
199: 16(fvec2) ConstantComposite 197 198
204: 6(float) Constant 1092616192
212: TypePointer Input 7(fvec4)
213(input): 212(ptr) Variable Input
215: TypePointer Output 7(fvec4)
216(@entryPointOutput): 215(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
211(input): 24(ptr) Variable Function
217(param): 24(ptr) Variable Function
214: 7(fvec4) Load 213(input)
Store 211(input) 214
218: 7(fvec4) Load 211(input)
Store 217(param) 218
219: 7(fvec4) FunctionCall 27(@PixelShaderFunction(vf4;) 217(param)
Store 216(@entryPointOutput) 219
Return
FunctionEnd
9(vectorCond(): 7(fvec4) Function None 8
10: Label
35: 34(ptr) AccessChain 31 33
36: 7(fvec4) Load 35
38: 34(ptr) AccessChain 31 37
39: 7(fvec4) Load 38
41: 34(ptr) AccessChain 31 40
42: 7(fvec4) Load 41
46: 43(bvec4) FOrdNotEqual 42 45
47: 7(fvec4) Select 46 39 36
50: 49(ptr) AccessChain 31 48
51: 6(float) Load 50
52: 7(fvec4) CompositeConstruct 51 51 51 51
54: 49(ptr) AccessChain 31 53
55: 6(float) Load 54
56: 7(fvec4) CompositeConstruct 55 55 55 55
57: 34(ptr) AccessChain 31 40
58: 7(fvec4) Load 57
59: 43(bvec4) FOrdNotEqual 58 45
60: 7(fvec4) Select 59 56 52
61: 7(fvec4) FAdd 47 60
62: 34(ptr) AccessChain 31 33
63: 7(fvec4) Load 62
64: 34(ptr) AccessChain 31 37
65: 7(fvec4) Load 64
66: 34(ptr) AccessChain 31 37
67: 7(fvec4) Load 66
68: 34(ptr) AccessChain 31 33
69: 7(fvec4) Load 68
70: 43(bvec4) FOrdLessThan 67 69
71: 7(fvec4) Select 70 65 63
72: 7(fvec4) FAdd 61 71
73: 34(ptr) AccessChain 31 33
74: 7(fvec4) Load 73
75: 49(ptr) AccessChain 31 53
76: 6(float) Load 75
77: 7(fvec4) CompositeConstruct 76 76 76 76
78: 34(ptr) AccessChain 31 40
79: 7(fvec4) Load 78
80: 43(bvec4) FOrdNotEqual 79 45
81: 7(fvec4) Select 80 77 74
82: 7(fvec4) FAdd 72 81
ReturnValue 82
FunctionEnd
11(scalarCond(): 7(fvec4) Function None 8
12: Label
85(ret): 24(ptr) Variable Function
86: 24(ptr) Variable Function
87: 49(ptr) AccessChain 31 53
88: 6(float) Load 87
89: 49(ptr) AccessChain 31 48
90: 6(float) Load 89
91: 13(bool) FOrdNotEqual 88 90
SelectionMerge 93 None
BranchConditional 91 92 99
92: Label
94: 49(ptr) AccessChain 31 53
95: 6(float) Load 94
96: 34(ptr) AccessChain 31 33
97: 7(fvec4) Load 96
98: 7(fvec4) VectorTimesScalar 97 95
Store 86 98
Branch 93
99: Label
Store 86 101
Branch 93
93: Label
102: 7(fvec4) Load 86
Store 85(ret) 102
103: 7(fvec4) Load 85(ret)
ReturnValue 103
FunctionEnd
22(fbSelect(vb2;vf2;vf2;): 16(fvec2) Function None 18
19(cnd): 15(ptr) FunctionParameter
20(src0): 17(ptr) FunctionParameter
21(src1): 17(ptr) FunctionParameter
23: Label
106: 16(fvec2) Load 21(src1)
107: 16(fvec2) Load 20(src0)
108: 14(bvec2) Load 19(cnd)
109: 16(fvec2) Select 108 107 106
ReturnValue 109
FunctionEnd
27(@PixelShaderFunction(vf4;): 7(fvec4) Function None 25
26(input): 24(ptr) FunctionParameter
28: Label
113(a): 112(ptr) Variable Function
115(b): 112(ptr) Variable Function
117(c): 112(ptr) Variable Function
119(d): 112(ptr) Variable Function
120(ret): 24(ptr) Variable Function
140(e): 112(ptr) Variable Function
141: 112(ptr) Variable Function
152: 112(ptr) Variable Function
161(f): 24(ptr) Variable Function
162: 24(ptr) Variable Function
200(param): 15(ptr) Variable Function
201(param): 17(ptr) Variable Function
202(param): 17(ptr) Variable Function
Store 113(a) 114
Store 115(b) 116
Store 117(c) 118
Store 119(d) 118
121: 32(int) Load 113(a)
122: 6(float) ConvertSToF 121
123: 7(fvec4) Load 26(input)
124: 7(fvec4) VectorTimesScalar 123 122
125: 32(int) Load 115(b)
126: 6(float) ConvertSToF 125
127: 7(fvec4) Load 26(input)
128: 7(fvec4) VectorTimesScalar 127 126
129: 7(fvec4) FAdd 124 128
130: 32(int) Load 117(c)
131: 6(float) ConvertSToF 130
132: 7(fvec4) Load 26(input)
133: 7(fvec4) VectorTimesScalar 132 131
134: 7(fvec4) FAdd 129 133
135: 32(int) Load 119(d)
136: 6(float) ConvertSToF 135
137: 7(fvec4) Load 26(input)
138: 7(fvec4) VectorTimesScalar 137 136
139: 7(fvec4) FAdd 134 138
Store 120(ret) 139
142: 32(int) Load 115(b)
145: 13(bool) INotEqual 142 144
SelectionMerge 147 None
BranchConditional 145 146 149
146: Label
148: 32(int) Load 119(d)
Store 117(c) 148
Store 141 148
Branch 147
149: Label
Store 141 150
Branch 147
147: Label
151: 32(int) Load 141
Store 113(a) 151
Store 140(e) 151
153: 32(int) Load 113(a)
154: 13(bool) INotEqual 153 144
SelectionMerge 156 None
BranchConditional 154 155 158
155: Label
157: 32(int) Load 117(c)
Store 119(d) 157
Store 152 157
Branch 156
158: Label
Store 152 159
Branch 156
156: Label
160: 32(int) Load 152
Store 115(b) 160
164: 163(ptr) AccessChain 120(ret) 144
165: 6(float) Load 164
167: 163(ptr) AccessChain 26(input) 166
168: 6(float) Load 167
169: 13(bool) FOrdLessThan 165 168
SelectionMerge 171 None
BranchConditional 169 170 176
170: Label
172: 32(int) Load 117(c)
173: 6(float) ConvertSToF 172
174: 7(fvec4) Load 26(input)
175: 7(fvec4) VectorTimesScalar 174 173
Store 162 175
Branch 171
176: Label
177: 32(int) Load 119(d)
178: 6(float) ConvertSToF 177
179: 7(fvec4) Load 26(input)
180: 7(fvec4) VectorTimesScalar 179 178
Store 162 180
Branch 171
171: Label
181: 7(fvec4) Load 162
Store 161(f) 181
182: 32(int) Load 140(e)
183: 6(float) ConvertSToF 182
184: 7(fvec4) Load 120(ret)
185: 7(fvec4) VectorTimesScalar 184 183
186: 7(fvec4) Load 161(f)
187: 7(fvec4) FAdd 185 186
188: 7(fvec4) FunctionCall 9(vectorCond()
189: 7(fvec4) FAdd 187 188
190: 7(fvec4) FunctionCall 11(scalarCond()
191: 7(fvec4) FAdd 189 190
Store 200(param) 194
Store 201(param) 196
Store 202(param) 199
203: 16(fvec2) FunctionCall 22(fbSelect(vb2;vf2;vf2;) 200(param) 201(param) 202(param)
205: 6(float) CompositeExtract 203 0
206: 6(float) CompositeExtract 203 1
207: 7(fvec4) CompositeConstruct 205 206 204 204
208: 7(fvec4) FAdd 191 207
ReturnValue 208
FunctionEnd