glslang/Test/baseResults/hlsl.charLit.vert.out

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Executable File

hlsl.charLit.vert
Shader version: 500
0:? Sequence
0:2 Function Definition: @main( ( temp 4-component vector of float)
0:2 Function Parameters:
0:? Sequence
0:3 Sequence
0:3 move second child to first child ( temp uint)
0:3 'a1' ( temp uint)
0:3 Constant:
0:3 65 (const uint)
0:4 Sequence
0:4 move second child to first child ( temp int)
0:4 'a2' ( temp int)
0:4 Constant:
0:4 48 (const int)
0:6 Sequence
0:6 move second child to first child ( temp int)
0:6 'a3' ( temp int)
0:6 Constant:
0:6 7 (const int)
0:7 add second child into first child ( temp int)
0:7 'a3' ( temp int)
0:7 Constant:
0:7 8 (const int)
0:8 add second child into first child ( temp int)
0:8 'a3' ( temp int)
0:8 Constant:
0:8 9 (const int)
0:9 add second child into first child ( temp int)
0:9 'a3' ( temp int)
0:9 Constant:
0:9 10 (const int)
0:10 add second child into first child ( temp int)
0:10 'a3' ( temp int)
0:10 Constant:
0:10 11 (const int)
0:11 add second child into first child ( temp int)
0:11 'a3' ( temp int)
0:11 Constant:
0:11 12 (const int)
0:12 add second child into first child ( temp int)
0:12 'a3' ( temp int)
0:12 Constant:
0:12 13 (const int)
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'a10' ( temp int)
0:14 Constant:
0:14 99 (const int)
0:16 Branch: Return with expression
0:16 Construct vec4 ( temp 4-component vector of float)
0:16 Convert uint to float ( temp float)
0:16 add ( temp uint)
0:16 add ( temp uint)
0:16 add ( temp uint)
0:16 'a1' ( temp uint)
0:16 Convert int to uint ( temp uint)
0:16 'a2' ( temp int)
0:16 Convert int to uint ( temp uint)
0:16 'a3' ( temp int)
0:16 Convert int to uint ( temp uint)
0:16 'a10' ( temp int)
0:2 Function Definition: main( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:2 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' ( out 4-component vector of float Position)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:2 Function Definition: @main( ( temp 4-component vector of float)
0:2 Function Parameters:
0:? Sequence
0:3 Sequence
0:3 move second child to first child ( temp uint)
0:3 'a1' ( temp uint)
0:3 Constant:
0:3 65 (const uint)
0:4 Sequence
0:4 move second child to first child ( temp int)
0:4 'a2' ( temp int)
0:4 Constant:
0:4 48 (const int)
0:6 Sequence
0:6 move second child to first child ( temp int)
0:6 'a3' ( temp int)
0:6 Constant:
0:6 7 (const int)
0:7 add second child into first child ( temp int)
0:7 'a3' ( temp int)
0:7 Constant:
0:7 8 (const int)
0:8 add second child into first child ( temp int)
0:8 'a3' ( temp int)
0:8 Constant:
0:8 9 (const int)
0:9 add second child into first child ( temp int)
0:9 'a3' ( temp int)
0:9 Constant:
0:9 10 (const int)
0:10 add second child into first child ( temp int)
0:10 'a3' ( temp int)
0:10 Constant:
0:10 11 (const int)
0:11 add second child into first child ( temp int)
0:11 'a3' ( temp int)
0:11 Constant:
0:11 12 (const int)
0:12 add second child into first child ( temp int)
0:12 'a3' ( temp int)
0:12 Constant:
0:12 13 (const int)
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'a10' ( temp int)
0:14 Constant:
0:14 99 (const int)
0:16 Branch: Return with expression
0:16 Construct vec4 ( temp 4-component vector of float)
0:16 Convert uint to float ( temp float)
0:16 add ( temp uint)
0:16 add ( temp uint)
0:16 add ( temp uint)
0:16 'a1' ( temp uint)
0:16 Convert int to uint ( temp uint)
0:16 'a2' ( temp int)
0:16 Convert int to uint ( temp uint)
0:16 'a3' ( temp int)
0:16 Convert int to uint ( temp uint)
0:16 'a10' ( temp int)
0:2 Function Definition: main( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:2 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' ( out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80002
// Id's are bound by 58
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 56
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 13 "a1"
Name 17 "a2"
Name 19 "a3"
Name 39 "a10"
Name 56 "@entryPointOutput"
Decorate 56(@entryPointOutput) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypeInt 32 0
12: TypePointer Function 11(int)
14: 11(int) Constant 65
15: TypeInt 32 1
16: TypePointer Function 15(int)
18: 15(int) Constant 48
20: 15(int) Constant 7
21: 15(int) Constant 8
24: 15(int) Constant 9
27: 15(int) Constant 10
30: 15(int) Constant 11
33: 15(int) Constant 12
36: 15(int) Constant 13
40: 15(int) Constant 99
55: TypePointer Output 7(fvec4)
56(@entryPointOutput): 55(ptr) Variable Output
4(main): 2 Function None 3
5: Label
57: 7(fvec4) FunctionCall 9(@main()
Store 56(@entryPointOutput) 57
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
13(a1): 12(ptr) Variable Function
17(a2): 16(ptr) Variable Function
19(a3): 16(ptr) Variable Function
39(a10): 16(ptr) Variable Function
Store 13(a1) 14
Store 17(a2) 18
Store 19(a3) 20
22: 15(int) Load 19(a3)
23: 15(int) IAdd 22 21
Store 19(a3) 23
25: 15(int) Load 19(a3)
26: 15(int) IAdd 25 24
Store 19(a3) 26
28: 15(int) Load 19(a3)
29: 15(int) IAdd 28 27
Store 19(a3) 29
31: 15(int) Load 19(a3)
32: 15(int) IAdd 31 30
Store 19(a3) 32
34: 15(int) Load 19(a3)
35: 15(int) IAdd 34 33
Store 19(a3) 35
37: 15(int) Load 19(a3)
38: 15(int) IAdd 37 36
Store 19(a3) 38
Store 39(a10) 40
41: 11(int) Load 13(a1)
42: 15(int) Load 17(a2)
43: 11(int) Bitcast 42
44: 11(int) IAdd 41 43
45: 15(int) Load 19(a3)
46: 11(int) Bitcast 45
47: 11(int) IAdd 44 46
48: 15(int) Load 39(a10)
49: 11(int) Bitcast 48
50: 11(int) IAdd 47 49
51: 6(float) ConvertUToF 50
52: 7(fvec4) CompositeConstruct 51 51 51 51
ReturnValue 52
FunctionEnd