glslang/Test/baseResults/hlsl.promote.binary.frag.out

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hlsl.promote.binary.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Function Parameters:
0:? Sequence
0:15 mod ( temp float)
0:15 Convert int to float ( temp float)
0:15 ival: direct index for structure ( uniform int)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:15 Constant:
0:15 2 (const uint)
0:15 fval: direct index for structure ( uniform float)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:15 Constant:
0:15 4 (const uint)
0:16 mod ( temp 4-component vector of float)
0:16 Convert int to float ( temp 4-component vector of float)
0:16 ival4: direct index for structure ( uniform 4-component vector of int)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 3 (const uint)
0:16 fval4: direct index for structure ( uniform 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 5 (const uint)
0:18 mod ( temp float)
0:18 Convert bool to float ( temp float)
0:18 bval: direct index for structure ( uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:18 Constant:
0:18 0 (const uint)
0:18 fval: direct index for structure ( uniform float)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:18 Constant:
0:18 4 (const uint)
0:19 mod ( temp 4-component vector of float)
0:19 Convert bool to float ( temp 4-component vector of float)
0:19 bval4: direct index for structure ( uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 1 (const uint)
0:19 fval4: direct index for structure ( uniform 4-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 5 (const uint)
0:21 Sequence
0:21 move second child to first child ( temp int)
0:21 'l_int' ( temp int)
0:21 Constant:
0:21 1 (const int)
0:22 mod second child into first child ( temp int)
0:22 'l_int' ( temp int)
0:22 Convert float to int ( temp int)
0:22 fval: direct index for structure ( uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:22 Constant:
0:22 4 (const uint)
0:25 move second child to first child ( temp 4-component vector of float)
0:25 Color: direct index for structure ( temp 4-component vector of float)
0:25 'psout' ( temp structure{ temp 4-component vector of float Color})
0:25 Constant:
0:25 0 (const int)
0:25 Constant:
0:25 0.000000
0:25 0.000000
0:25 0.000000
0:25 0.000000
0:26 Branch: Return with expression
0:26 'psout' ( temp structure{ temp 4-component vector of float Color})
0:14 Function Definition: main( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:14 Color: direct index for structure ( temp 4-component vector of float)
0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Constant:
0:14 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Function Parameters:
0:? Sequence
0:15 mod ( temp float)
0:15 Convert int to float ( temp float)
0:15 ival: direct index for structure ( uniform int)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:15 Constant:
0:15 2 (const uint)
0:15 fval: direct index for structure ( uniform float)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:15 Constant:
0:15 4 (const uint)
0:16 mod ( temp 4-component vector of float)
0:16 Convert int to float ( temp 4-component vector of float)
0:16 ival4: direct index for structure ( uniform 4-component vector of int)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 3 (const uint)
0:16 fval4: direct index for structure ( uniform 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 5 (const uint)
0:18 mod ( temp float)
0:18 Convert bool to float ( temp float)
0:18 bval: direct index for structure ( uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:18 Constant:
0:18 0 (const uint)
0:18 fval: direct index for structure ( uniform float)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:18 Constant:
0:18 4 (const uint)
0:19 mod ( temp 4-component vector of float)
0:19 Convert bool to float ( temp 4-component vector of float)
0:19 bval4: direct index for structure ( uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 1 (const uint)
0:19 fval4: direct index for structure ( uniform 4-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 5 (const uint)
0:21 Sequence
0:21 move second child to first child ( temp int)
0:21 'l_int' ( temp int)
0:21 Constant:
0:21 1 (const int)
0:22 mod second child into first child ( temp int)
0:22 'l_int' ( temp int)
0:22 Convert float to int ( temp int)
0:22 fval: direct index for structure ( uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:22 Constant:
0:22 4 (const uint)
0:25 move second child to first child ( temp 4-component vector of float)
0:25 Color: direct index for structure ( temp 4-component vector of float)
0:25 'psout' ( temp structure{ temp 4-component vector of float Color})
0:25 Constant:
0:25 0 (const int)
0:25 Constant:
0:25 0.000000
0:25 0.000000
0:25 0.000000
0:25 0.000000
0:26 Branch: Return with expression
0:26 'psout' ( temp structure{ temp 4-component vector of float Color})
0:14 Function Definition: main( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:14 Color: direct index for structure ( temp 4-component vector of float)
0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Constant:
0:14 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80004
// Id's are bound by 83
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 80
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
Name 10 "@main("
Name 16 "$Global"
MemberName 16($Global) 0 "bval"
MemberName 16($Global) 1 "bval4"
MemberName 16($Global) 2 "ival"
MemberName 16($Global) 3 "ival4"
MemberName 16($Global) 4 "fval"
MemberName 16($Global) 5 "fval4"
Name 18 ""
Name 66 "l_int"
Name 73 "psout"
Name 80 "@entryPointOutput.Color"
MemberDecorate 16($Global) 0 Offset 0
MemberDecorate 16($Global) 1 Offset 16
MemberDecorate 16($Global) 2 Offset 32
MemberDecorate 16($Global) 3 Offset 48
MemberDecorate 16($Global) 4 Offset 64
MemberDecorate 16($Global) 5 Offset 80
Decorate 16($Global) Block
Decorate 18 DescriptorSet 0
Decorate 80(@entryPointOutput.Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4)
9: TypeFunction 8(PS_OUTPUT)
12: TypeInt 32 0
13: TypeVector 12(int) 4
14: TypeInt 32 1
15: TypeVector 14(int) 4
16($Global): TypeStruct 12(int) 13(ivec4) 14(int) 15(ivec4) 6(float) 7(fvec4)
17: TypePointer Uniform 16($Global)
18: 17(ptr) Variable Uniform
19: 14(int) Constant 2
20: TypePointer Uniform 14(int)
24: 14(int) Constant 4
25: TypePointer Uniform 6(float)
29: 14(int) Constant 3
30: TypePointer Uniform 15(ivec4)
34: 14(int) Constant 5
35: TypePointer Uniform 7(fvec4)
39: 14(int) Constant 0
40: TypePointer Uniform 12(int)
43: TypeBool
44: 12(int) Constant 0
46: 6(float) Constant 0
47: 6(float) Constant 1065353216
52: 14(int) Constant 1
53: TypePointer Uniform 13(ivec4)
56: TypeVector 43(bool) 4
57: 13(ivec4) ConstantComposite 44 44 44 44
59: 7(fvec4) ConstantComposite 46 46 46 46
60: 7(fvec4) ConstantComposite 47 47 47 47
65: TypePointer Function 14(int)
72: TypePointer Function 8(PS_OUTPUT)
74: TypePointer Function 7(fvec4)
79: TypePointer Output 7(fvec4)
80(@entryPointOutput.Color): 79(ptr) Variable Output
4(main): 2 Function None 3
5: Label
81:8(PS_OUTPUT) FunctionCall 10(@main()
82: 7(fvec4) CompositeExtract 81 0
Store 80(@entryPointOutput.Color) 82
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
66(l_int): 65(ptr) Variable Function
73(psout): 72(ptr) Variable Function
21: 20(ptr) AccessChain 18 19
22: 14(int) Load 21
23: 6(float) ConvertSToF 22
26: 25(ptr) AccessChain 18 24
27: 6(float) Load 26
28: 6(float) FMod 23 27
31: 30(ptr) AccessChain 18 29
32: 15(ivec4) Load 31
33: 7(fvec4) ConvertSToF 32
36: 35(ptr) AccessChain 18 34
37: 7(fvec4) Load 36
38: 7(fvec4) FMod 33 37
41: 40(ptr) AccessChain 18 39
42: 12(int) Load 41
45: 43(bool) INotEqual 42 44
48: 6(float) Select 45 47 46
49: 25(ptr) AccessChain 18 24
50: 6(float) Load 49
51: 6(float) FMod 48 50
54: 53(ptr) AccessChain 18 52
55: 13(ivec4) Load 54
58: 56(bvec4) INotEqual 55 57
61: 7(fvec4) Select 58 60 59
62: 35(ptr) AccessChain 18 34
63: 7(fvec4) Load 62
64: 7(fvec4) FMod 61 63
Store 66(l_int) 52
67: 25(ptr) AccessChain 18 24
68: 6(float) Load 67
69: 14(int) ConvertFToS 68
70: 14(int) Load 66(l_int)
71: 14(int) SMod 70 69
Store 66(l_int) 71
75: 74(ptr) AccessChain 73(psout) 39
Store 75 59
76:8(PS_OUTPUT) Load 73(psout)
ReturnValue 76
FunctionEnd