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
459 lines
19 KiB
Plaintext
Executable File
459 lines
19 KiB
Plaintext
Executable File
hlsl.forLoop.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (in 4-component vector of float)
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0:? Sequence
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0:? Sequence
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0:3 Loop with condition tested first
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0:3 No loop condition
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0:3 No loop body
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0:4 Sequence
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0:4 Pre-Increment (temp 4-component vector of float)
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0:4 'input' (in 4-component vector of float)
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0:4 Loop with condition tested first
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0:4 No loop condition
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0:4 No loop body
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0:? Sequence
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0:5 Loop with condition tested first
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0:5 Loop Condition
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0:5 any (temp bool)
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0:5 NotEqual (temp 4-component vector of bool)
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0:5 'input' (in 4-component vector of float)
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0:5 'input' (in 4-component vector of float)
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0:5 No loop body
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0:? Sequence
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0:6 Loop with condition tested first
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0:6 Loop Condition
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0:6 any (temp bool)
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0:6 NotEqual (temp 4-component vector of bool)
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0:6 'input' (in 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 Loop Body
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 Negate value (temp 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:7 Sequence
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0:7 Pre-Decrement (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Loop with condition tested first
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0:7 Loop Condition
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0:7 any (temp bool)
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0:7 NotEqual (temp 4-component vector of bool)
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0:7 'input' (in 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Loop Body
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0:? Sequence
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0:7 Branch: Return with expression
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0:7 Negate value (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Loop Terminal Expression
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0:7 add second child into first child (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Constant:
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0:7 2.000000
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0:? Sequence
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0:8 Loop with condition tested first
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0:8 No loop condition
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0:8 Loop Body
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0:8 Test condition and select (temp void)
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0:8 Condition
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0:8 Compare Greater Than (temp bool)
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0:8 direct index (temp float)
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0:8 'input' (in 4-component vector of float)
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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0:8 2.000000
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0:8 true case
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0:8 Branch: Break
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0:? Sequence
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0:9 Loop with condition tested first
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0:9 No loop condition
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0:9 Loop Body
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0:9 Test condition and select (temp void)
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0:9 Condition
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0:9 Compare Greater Than (temp bool)
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0:9 direct index (temp float)
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0:9 'input' (in 4-component vector of float)
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0:9 Constant:
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0:9 0 (const int)
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0:9 Constant:
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0:9 2.000000
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0:9 true case
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0:9 Branch: Continue
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0:11 Sequence
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0:11 move second child to first child (temp int)
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0:11 'ii' (temp int)
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0:11 Constant:
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0:11 -1 (const int)
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0:11 Loop with condition tested first
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0:11 Loop Condition
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0:11 Compare Less Than (temp bool)
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0:11 'ii' (temp int)
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0:11 Constant:
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0:11 3 (const int)
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0:11 Loop Body
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0:11 Test condition and select (temp void)
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0:11 Condition
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0:11 Compare Equal (temp bool)
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0:11 'ii' (temp int)
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0:11 Constant:
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0:11 2 (const int)
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0:11 true case
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0:11 Branch: Continue
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0:11 Loop Terminal Expression
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0:11 Pre-Increment (temp int)
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0:11 'ii' (temp int)
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0:12 Pre-Decrement (temp float)
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0:12 'ii' (temp float)
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 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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0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (in 4-component vector of float)
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0:? Sequence
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0:? Sequence
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0:3 Loop with condition tested first
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0:3 No loop condition
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0:3 No loop body
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0:4 Sequence
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0:4 Pre-Increment (temp 4-component vector of float)
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0:4 'input' (in 4-component vector of float)
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0:4 Loop with condition tested first
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0:4 No loop condition
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0:4 No loop body
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0:? Sequence
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0:5 Loop with condition tested first
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0:5 Loop Condition
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0:5 any (temp bool)
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0:5 NotEqual (temp 4-component vector of bool)
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0:5 'input' (in 4-component vector of float)
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0:5 'input' (in 4-component vector of float)
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0:5 No loop body
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0:? Sequence
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0:6 Loop with condition tested first
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0:6 Loop Condition
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0:6 any (temp bool)
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0:6 NotEqual (temp 4-component vector of bool)
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0:6 'input' (in 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 Loop Body
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 Negate value (temp 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:7 Sequence
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0:7 Pre-Decrement (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Loop with condition tested first
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0:7 Loop Condition
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0:7 any (temp bool)
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0:7 NotEqual (temp 4-component vector of bool)
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0:7 'input' (in 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Loop Body
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0:? Sequence
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0:7 Branch: Return with expression
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0:7 Negate value (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Loop Terminal Expression
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0:7 add second child into first child (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Constant:
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0:7 2.000000
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0:? Sequence
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0:8 Loop with condition tested first
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0:8 No loop condition
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0:8 Loop Body
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0:8 Test condition and select (temp void)
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0:8 Condition
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0:8 Compare Greater Than (temp bool)
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0:8 direct index (temp float)
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0:8 'input' (in 4-component vector of float)
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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0:8 2.000000
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0:8 true case
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0:8 Branch: Break
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0:? Sequence
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0:9 Loop with condition tested first
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0:9 No loop condition
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0:9 Loop Body
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0:9 Test condition and select (temp void)
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0:9 Condition
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0:9 Compare Greater Than (temp bool)
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0:9 direct index (temp float)
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0:9 'input' (in 4-component vector of float)
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0:9 Constant:
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0:9 0 (const int)
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0:9 Constant:
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0:9 2.000000
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0:9 true case
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0:9 Branch: Continue
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0:11 Sequence
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0:11 move second child to first child (temp int)
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0:11 'ii' (temp int)
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0:11 Constant:
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0:11 -1 (const int)
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0:11 Loop with condition tested first
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0:11 Loop Condition
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0:11 Compare Less Than (temp bool)
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0:11 'ii' (temp int)
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0:11 Constant:
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0:11 3 (const int)
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0:11 Loop Body
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0:11 Test condition and select (temp void)
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0:11 Condition
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0:11 Compare Equal (temp bool)
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0:11 'ii' (temp int)
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0:11 Constant:
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0:11 2 (const int)
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0:11 true case
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0:11 Branch: Continue
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0:11 Loop Terminal Expression
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0:11 Pre-Increment (temp int)
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0:11 'ii' (temp int)
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0:12 Pre-Decrement (temp float)
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0:12 'ii' (temp float)
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 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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0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 124
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 117 120
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 11 "@PixelShaderFunction(vf4;"
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Name 10 "input"
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Name 92 "ii"
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Name 111 "ii"
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Name 115 "input"
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Name 117 "input"
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Name 120 "@entryPointOutput"
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Name 121 "param"
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Decorate 117(input) Location 0
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Decorate 120(@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: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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18: 6(float) Constant 1065353216
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32: TypeBool
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33: TypeVector 32(bool) 4
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63: 6(float) Constant 1073741824
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71: TypeInt 32 0
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72: 71(int) Constant 0
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73: TypePointer Function 6(float)
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90: TypeInt 32 1
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91: TypePointer Function 90(int)
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93: 90(int) Constant 4294967295
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100: 90(int) Constant 3
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103: 90(int) Constant 2
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109: 90(int) Constant 1
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116: TypePointer Input 7(fvec4)
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117(input): 116(ptr) Variable Input
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119: TypePointer Output 7(fvec4)
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120(@entryPointOutput): 119(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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115(input): 8(ptr) Variable Function
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121(param): 8(ptr) Variable Function
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118: 7(fvec4) Load 117(input)
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Store 115(input) 118
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122: 7(fvec4) Load 115(input)
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Store 121(param) 122
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123: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 121(param)
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Store 120(@entryPointOutput) 123
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Return
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FunctionEnd
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11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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92(ii): 91(ptr) Variable Function
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111(ii): 73(ptr) Variable Function
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Branch 13
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13: Label
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LoopMerge 15 16 None
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Branch 14
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14: Label
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Branch 16
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16: Label
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Branch 13
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15: Label
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17: 7(fvec4) Load 10(input)
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19: 7(fvec4) CompositeConstruct 18 18 18 18
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20: 7(fvec4) FAdd 17 19
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Store 10(input) 20
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Branch 21
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21: Label
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LoopMerge 23 24 None
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Branch 22
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22: Label
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Branch 24
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24: Label
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Branch 21
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23: Label
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Branch 25
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25: Label
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LoopMerge 27 28 None
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Branch 29
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29: Label
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30: 7(fvec4) Load 10(input)
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31: 7(fvec4) Load 10(input)
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34: 33(bvec4) FOrdNotEqual 30 31
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35: 32(bool) Any 34
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BranchConditional 35 26 27
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26: Label
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Branch 28
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28: Label
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Branch 25
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27: Label
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Branch 36
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36: Label
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LoopMerge 38 39 None
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Branch 40
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40: Label
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41: 7(fvec4) Load 10(input)
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42: 7(fvec4) Load 10(input)
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43: 33(bvec4) FOrdNotEqual 41 42
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44: 32(bool) Any 43
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BranchConditional 44 37 38
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37: Label
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45: 7(fvec4) Load 10(input)
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46: 7(fvec4) FNegate 45
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ReturnValue 46
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39: Label
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Branch 36
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38: Label
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48: 7(fvec4) Load 10(input)
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49: 7(fvec4) CompositeConstruct 18 18 18 18
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50: 7(fvec4) FSub 48 49
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Store 10(input) 50
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Branch 51
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51: Label
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LoopMerge 53 54 None
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Branch 55
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55: Label
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56: 7(fvec4) Load 10(input)
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57: 7(fvec4) Load 10(input)
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58: 33(bvec4) FOrdNotEqual 56 57
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59: 32(bool) Any 58
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BranchConditional 59 52 53
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52: Label
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60: 7(fvec4) Load 10(input)
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61: 7(fvec4) FNegate 60
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ReturnValue 61
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54: Label
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64: 7(fvec4) Load 10(input)
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65: 7(fvec4) CompositeConstruct 63 63 63 63
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66: 7(fvec4) FAdd 64 65
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Store 10(input) 66
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Branch 51
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53: Label
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Branch 67
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67: Label
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LoopMerge 69 70 None
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Branch 68
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68: Label
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74: 73(ptr) AccessChain 10(input) 72
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75: 6(float) Load 74
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76: 32(bool) FOrdGreaterThan 75 63
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SelectionMerge 78 None
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BranchConditional 76 77 78
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77: Label
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Branch 69
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78: Label
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Branch 70
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70: Label
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Branch 67
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69: Label
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Branch 80
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80: Label
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LoopMerge 82 83 None
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Branch 81
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81: Label
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84: 73(ptr) AccessChain 10(input) 72
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85: 6(float) Load 84
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86: 32(bool) FOrdGreaterThan 85 63
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SelectionMerge 88 None
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BranchConditional 86 87 88
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87: Label
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Branch 83
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88: Label
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Branch 83
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83: Label
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Branch 80
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82: Label
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Store 92(ii) 93
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Branch 94
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94: Label
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LoopMerge 96 97 None
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Branch 98
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98: Label
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99: 90(int) Load 92(ii)
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101: 32(bool) SLessThan 99 100
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BranchConditional 101 95 96
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95: Label
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102: 90(int) Load 92(ii)
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104: 32(bool) IEqual 102 103
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SelectionMerge 106 None
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BranchConditional 104 105 106
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105: Label
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Branch 97
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106: Label
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Branch 97
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97: Label
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108: 90(int) Load 92(ii)
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110: 90(int) IAdd 108 109
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Store 92(ii) 110
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Branch 94
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96: Label
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112: 6(float) Load 111(ii)
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113: 6(float) FSub 112 18
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Store 111(ii) 113
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114: 7(fvec4) Undef
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ReturnValue 114
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FunctionEnd
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