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https://github.com/RPCS3/glslang.git
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137a24dffa
Reinforces that conversion rules are operation-specific. Side effect is that HLSL logical-operator conversions are more direct (e.g. float -> bool, rather than float -> int -> bool).
219 lines
11 KiB
Plaintext
219 lines
11 KiB
Plaintext
hlsl.logical.binary.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Function Parameters:
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0:? Sequence
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0:13 Test condition and select ( temp void)
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0:13 Condition
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0:13 logical-and ( temp bool)
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0:13 Convert int to bool ( temp bool)
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0:13 ival: direct index for structure ( uniform int)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Convert float to bool ( temp bool)
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0:13 fval: direct index for structure ( uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 true case is null
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0:14 Test condition and select ( temp void)
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0:14 Condition
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0:14 logical-or ( temp bool)
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0:14 Convert int to bool ( temp bool)
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0:14 ival: direct index for structure ( uniform int)
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0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 0 (const uint)
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0:14 Convert float to bool ( temp bool)
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0:14 fval: direct index for structure ( uniform float)
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0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 2 (const uint)
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0:14 true case is null
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 Color: direct index for structure ( temp 4-component vector of float)
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0:17 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:17 Constant:
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0:17 0 (const int)
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0:17 Constant:
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0:17 1.000000
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0:17 1.000000
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0:17 1.000000
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0:17 1.000000
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0:18 Branch: Return with expression
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0:18 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:12 Function Definition: main( ( temp void)
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0:12 Function Parameters:
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0:? Sequence
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:12 Color: direct index for structure ( temp 4-component vector of float)
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0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Constant:
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0:12 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Function Parameters:
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0:? Sequence
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0:13 Test condition and select ( temp void)
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0:13 Condition
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0:13 logical-and ( temp bool)
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0:13 Convert int to bool ( temp bool)
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0:13 ival: direct index for structure ( uniform int)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Convert float to bool ( temp bool)
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0:13 fval: direct index for structure ( uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 true case is null
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0:14 Test condition and select ( temp void)
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0:14 Condition
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0:14 logical-or ( temp bool)
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0:14 Convert int to bool ( temp bool)
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0:14 ival: direct index for structure ( uniform int)
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0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 0 (const uint)
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0:14 Convert float to bool ( temp bool)
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0:14 fval: direct index for structure ( uniform float)
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0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 2 (const uint)
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0:14 true case is null
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 Color: direct index for structure ( temp 4-component vector of float)
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0:17 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:17 Constant:
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0:17 0 (const int)
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0:17 Constant:
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0:17 1.000000
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0:17 1.000000
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0:17 1.000000
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0:17 1.000000
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0:18 Branch: Return with expression
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0:18 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:12 Function Definition: main( ( temp void)
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0:12 Function Parameters:
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0:? Sequence
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:12 Color: direct index for structure ( temp 4-component vector of float)
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0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Constant:
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0:12 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80006
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// Id's are bound by 56
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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 "main" 53
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "Color"
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Name 10 "@main("
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Name 14 "$Global"
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MemberName 14($Global) 0 "ival"
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MemberName 14($Global) 1 "ival4"
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MemberName 14($Global) 2 "fval"
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MemberName 14($Global) 3 "fval4"
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Name 16 ""
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Name 44 "psout"
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Name 53 "@entryPointOutput.Color"
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MemberDecorate 14($Global) 0 Offset 0
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MemberDecorate 14($Global) 1 Offset 16
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MemberDecorate 14($Global) 2 Offset 32
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MemberDecorate 14($Global) 3 Offset 48
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Decorate 14($Global) Block
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Decorate 16 DescriptorSet 0
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Decorate 53(@entryPointOutput.Color) 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(PS_OUTPUT): TypeStruct 7(fvec4)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypeInt 32 1
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13: TypeVector 12(int) 4
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14($Global): TypeStruct 12(int) 13(ivec4) 6(float) 7(fvec4)
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15: TypePointer Uniform 14($Global)
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16: 15(ptr) Variable Uniform
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17: 12(int) Constant 0
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18: TypePointer Uniform 12(int)
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21: TypeBool
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22: TypeInt 32 0
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23: 22(int) Constant 0
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25: 12(int) Constant 2
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26: TypePointer Uniform 6(float)
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29: 6(float) Constant 0
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43: TypePointer Function 8(PS_OUTPUT)
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45: 6(float) Constant 1065353216
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46: 7(fvec4) ConstantComposite 45 45 45 45
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47: TypePointer Function 7(fvec4)
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52: TypePointer Output 7(fvec4)
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53(@entryPointOutput.Color): 52(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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54:8(PS_OUTPUT) FunctionCall 10(@main()
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55: 7(fvec4) CompositeExtract 54 0
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Store 53(@entryPointOutput.Color) 55
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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44(psout): 43(ptr) Variable Function
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19: 18(ptr) AccessChain 16 17
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20: 12(int) Load 19
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24: 21(bool) INotEqual 20 23
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27: 26(ptr) AccessChain 16 25
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28: 6(float) Load 27
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30: 21(bool) FOrdNotEqual 28 29
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31: 21(bool) LogicalAnd 24 30
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SelectionMerge 33 None
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BranchConditional 31 32 33
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32: Label
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Branch 33
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33: Label
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34: 18(ptr) AccessChain 16 17
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35: 12(int) Load 34
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36: 21(bool) INotEqual 35 23
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37: 26(ptr) AccessChain 16 25
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38: 6(float) Load 37
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39: 21(bool) FOrdNotEqual 38 29
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40: 21(bool) LogicalOr 36 39
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SelectionMerge 42 None
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BranchConditional 40 41 42
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41: Label
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Branch 42
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42: Label
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48: 47(ptr) AccessChain 44(psout) 17
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Store 48 46
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49:8(PS_OUTPUT) Load 44(psout)
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ReturnValue 49
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FunctionEnd
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