mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-03 16:41:30 +00:00
02467d8d94
This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
167 lines
7.1 KiB
Plaintext
Executable File
167 lines
7.1 KiB
Plaintext
Executable File
hlsl.doLoop.frag
|
|
Shader version: 450
|
|
gl_FragCoord origin is upper left
|
|
0:? Sequence
|
|
0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
|
|
0:2 Function Parameters:
|
|
0:2 'input' (in 4-component vector of float)
|
|
0:? Sequence
|
|
0:3 Loop with condition not tested first
|
|
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
|
|
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 all (temp bool)
|
|
0:5 Equal (temp 4-component vector of bool)
|
|
0:5 'input' (in 4-component vector of float)
|
|
0:5 'input' (in 4-component vector of float)
|
|
0:5 Loop Body
|
|
0:5 Branch: Return with expression
|
|
0:5 'input' (in 4-component vector of float)
|
|
0:2 Function Definition: PixelShaderFunction( (temp void)
|
|
0:2 Function Parameters:
|
|
0:? Sequence
|
|
0:2 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)
|
|
0:2 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(vf4; (temp 4-component vector of float)
|
|
0:? 'input' (temp 4-component vector of float)
|
|
0:? Linker Objects
|
|
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: 450
|
|
gl_FragCoord origin is upper left
|
|
0:? Sequence
|
|
0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
|
|
0:2 Function Parameters:
|
|
0:2 'input' (in 4-component vector of float)
|
|
0:? Sequence
|
|
0:3 Loop with condition not tested first
|
|
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
|
|
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 all (temp bool)
|
|
0:5 Equal (temp 4-component vector of bool)
|
|
0:5 'input' (in 4-component vector of float)
|
|
0:5 'input' (in 4-component vector of float)
|
|
0:5 Loop Body
|
|
0:5 Branch: Return with expression
|
|
0:5 'input' (in 4-component vector of float)
|
|
0:2 Function Definition: PixelShaderFunction( (temp void)
|
|
0:2 Function Parameters:
|
|
0:? Sequence
|
|
0:2 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)
|
|
0:2 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(vf4; (temp 4-component vector of float)
|
|
0:? 'input' (temp 4-component vector of float)
|
|
0:? Linker Objects
|
|
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): 80001
|
|
// Id's are bound by 44
|
|
|
|
Capability Shader
|
|
1: ExtInstImport "GLSL.std.450"
|
|
MemoryModel Logical GLSL450
|
|
EntryPoint Fragment 4 "PixelShaderFunction" 37 40
|
|
ExecutionMode 4 OriginUpperLeft
|
|
Name 4 "PixelShaderFunction"
|
|
Name 11 "@PixelShaderFunction(vf4;"
|
|
Name 10 "input"
|
|
Name 35 "input"
|
|
Name 37 "input"
|
|
Name 40 "@entryPointOutput"
|
|
Name 41 "param"
|
|
Decorate 37(input) Location 0
|
|
Decorate 40(@entryPointOutput) Location 0
|
|
2: TypeVoid
|
|
3: TypeFunction 2
|
|
6: TypeFloat 32
|
|
7: TypeVector 6(float) 4
|
|
8: TypePointer Function 7(fvec4)
|
|
9: TypeFunction 7(fvec4) 8(ptr)
|
|
17: TypeBool
|
|
18: 17(bool) ConstantFalse
|
|
31: TypeVector 17(bool) 4
|
|
36: TypePointer Input 7(fvec4)
|
|
37(input): 36(ptr) Variable Input
|
|
39: TypePointer Output 7(fvec4)
|
|
40(@entryPointOutput): 39(ptr) Variable Output
|
|
4(PixelShaderFunction): 2 Function None 3
|
|
5: Label
|
|
35(input): 8(ptr) Variable Function
|
|
41(param): 8(ptr) Variable Function
|
|
38: 7(fvec4) Load 37(input)
|
|
Store 35(input) 38
|
|
42: 7(fvec4) Load 35(input)
|
|
Store 41(param) 42
|
|
43: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 41(param)
|
|
Store 40(@entryPointOutput) 43
|
|
Return
|
|
FunctionEnd
|
|
11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
|
|
10(input): 8(ptr) FunctionParameter
|
|
12: Label
|
|
Branch 13
|
|
13: Label
|
|
LoopMerge 15 16 None
|
|
Branch 14
|
|
14: Label
|
|
Branch 16
|
|
16: Label
|
|
BranchConditional 18 13 15
|
|
15: Label
|
|
Branch 19
|
|
19: Label
|
|
LoopMerge 21 22 None
|
|
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: 7(fvec4) Load 10(input)
|
|
ReturnValue 27
|
|
26: Label
|
|
29: 7(fvec4) Load 10(input)
|
|
30: 7(fvec4) Load 10(input)
|
|
32: 31(bvec4) FOrdEqual 29 30
|
|
33: 17(bool) All 32
|
|
BranchConditional 33 23 25
|
|
25: Label
|
|
34: 7(fvec4) Undef
|
|
ReturnValue 34
|
|
FunctionEnd
|