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

272 lines
11 KiB
Plaintext
Executable File

hlsl.doLoop.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: @PixelShaderFunction(f1; ( temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' ( in float)
0:? Sequence
0:3 Loop with condition not tested first: Unroll
0:3 Loop Condition
0:3 Constant:
0:3 false (const bool)
0:3 No loop body
0:4 Loop with condition not tested first: Unroll
0:4 Loop Condition
0:4 Constant:
0:4 false (const bool)
0:4 No loop body
0:5 Loop with condition not tested first
0:5 Loop Condition
0:5 Compare Greater Than ( temp bool)
0:5 'input' ( in float)
0:5 Constant:
0:5 2.000000
0:5 Loop Body
0:? Sequence
0:5 Branch: Return with expression
0:5 Construct vec4 ( temp 4-component vector of float)
0:5 'input' ( in float)
0:6 Loop with condition not tested first
0:6 Loop Condition
0:6 Compare Less Than ( temp bool)
0:6 'input' ( in float)
0:6 Constant:
0:6 10.000000
0:6 Loop Body
0:6 Pre-Increment ( temp float)
0:6 'input' ( in float)
0:7 Loop with condition not tested first
0:7 Loop Condition
0:7 Compare Less Than ( temp bool)
0:7 Pre-Increment ( temp float)
0:7 'input' ( in float)
0:7 Constant:
0:7 10.000000
0:7 Loop Body
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 Compare Less Than ( temp bool)
0:7 Pre-Increment ( temp float)
0:7 'input' ( in float)
0:7 Constant:
0:7 10.000000
0:7 No loop body
0:8 Branch: Return with expression
0:8 Construct vec4 ( temp 4-component vector of float)
0:8 'input' ( in float)
0:2 Function Definition: PixelShaderFunction( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp float)
0:? 'input' ( temp float)
0:? 'input' (layout( location=0) in float)
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction(f1; ( temp 4-component vector of float)
0:? 'input' ( temp float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: @PixelShaderFunction(f1; ( temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' ( in float)
0:? Sequence
0:3 Loop with condition not tested first: Unroll
0:3 Loop Condition
0:3 Constant:
0:3 false (const bool)
0:3 No loop body
0:4 Loop with condition not tested first: Unroll
0:4 Loop Condition
0:4 Constant:
0:4 false (const bool)
0:4 No loop body
0:5 Loop with condition not tested first
0:5 Loop Condition
0:5 Compare Greater Than ( temp bool)
0:5 'input' ( in float)
0:5 Constant:
0:5 2.000000
0:5 Loop Body
0:? Sequence
0:5 Branch: Return with expression
0:5 Construct vec4 ( temp 4-component vector of float)
0:5 'input' ( in float)
0:6 Loop with condition not tested first
0:6 Loop Condition
0:6 Compare Less Than ( temp bool)
0:6 'input' ( in float)
0:6 Constant:
0:6 10.000000
0:6 Loop Body
0:6 Pre-Increment ( temp float)
0:6 'input' ( in float)
0:7 Loop with condition not tested first
0:7 Loop Condition
0:7 Compare Less Than ( temp bool)
0:7 Pre-Increment ( temp float)
0:7 'input' ( in float)
0:7 Constant:
0:7 10.000000
0:7 Loop Body
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 Compare Less Than ( temp bool)
0:7 Pre-Increment ( temp float)
0:7 'input' ( in float)
0:7 Constant:
0:7 10.000000
0:7 No loop body
0:8 Branch: Return with expression
0:8 Construct vec4 ( temp 4-component vector of float)
0:8 'input' ( in float)
0:2 Function Definition: PixelShaderFunction( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp float)
0:? 'input' ( temp float)
0:? 'input' (layout( location=0) in float)
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction(f1; ( temp 4-component vector of float)
0:? 'input' ( temp float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in float)
// Module Version 10000
// Generated by (magic number): 80004
// Id's are bound by 71
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 64 67
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 11 "@PixelShaderFunction(f1;"
Name 10 "input"
Name 62 "input"
Name 64 "input"
Name 67 "@entryPointOutput"
Name 68 "param"
Decorate 64(input) Location 0
Decorate 67(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
8: TypeVector 6(float) 4
9: TypeFunction 8(fvec4) 7(ptr)
17: TypeBool
18: 17(bool) ConstantFalse
31: 6(float) Constant 1073741824
38: 6(float) Constant 1065353216
41: 6(float) Constant 1092616192
63: TypePointer Input 6(float)
64(input): 63(ptr) Variable Input
66: TypePointer Output 8(fvec4)
67(@entryPointOutput): 66(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
62(input): 7(ptr) Variable Function
68(param): 7(ptr) Variable Function
65: 6(float) Load 64(input)
Store 62(input) 65
69: 6(float) Load 62(input)
Store 68(param) 69
70: 8(fvec4) FunctionCall 11(@PixelShaderFunction(f1;) 68(param)
Store 67(@entryPointOutput) 70
Return
FunctionEnd
11(@PixelShaderFunction(f1;): 8(fvec4) Function None 9
10(input): 7(ptr) FunctionParameter
12: Label
Branch 13
13: Label
LoopMerge 15 16 Unroll
Branch 14
14: Label
Branch 16
16: Label
BranchConditional 18 13 15
15: Label
Branch 19
19: Label
LoopMerge 21 22 Unroll
Branch 20
20: Label
Branch 22
22: Label
BranchConditional 18 19 21
21: Label
Branch 23
23: Label
LoopMerge 25 26 None
Branch 24
24: Label
27: 6(float) Load 10(input)
28: 8(fvec4) CompositeConstruct 27 27 27 27
ReturnValue 28
26: Label
30: 6(float) Load 10(input)
32: 17(bool) FOrdGreaterThan 30 31
BranchConditional 32 23 25
25: Label
Branch 33
33: Label
LoopMerge 35 36 None
Branch 34
34: Label
37: 6(float) Load 10(input)
39: 6(float) FAdd 37 38
Store 10(input) 39
Branch 36
36: Label
40: 6(float) Load 10(input)
42: 17(bool) FOrdLessThan 40 41
BranchConditional 42 33 35
35: Label
Branch 43
43: Label
LoopMerge 45 46 None
Branch 44
44: Label
Branch 47
47: Label
LoopMerge 49 50 None
Branch 51
51: Label
52: 6(float) Load 10(input)
53: 6(float) FAdd 52 38
Store 10(input) 53
54: 17(bool) FOrdLessThan 53 41
BranchConditional 54 48 49
48: Label
Branch 50
50: Label
Branch 47
49: Label
Branch 46
46: Label
55: 6(float) Load 10(input)
56: 6(float) FAdd 55 38
Store 10(input) 56
57: 17(bool) FOrdLessThan 56 41
BranchConditional 57 43 45
45: Label
58: 6(float) Load 10(input)
59: 8(fvec4) CompositeConstruct 58 58 58 58
ReturnValue 59
FunctionEnd