mirror of
https://github.com/RPCS3/glslang.git
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448 lines
19 KiB
Plaintext
448 lines
19 KiB
Plaintext
hlsl.type.identifier.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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0:6 Function Definition: fn(f1; ( temp float)
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0:6 Function Parameters:
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0:6 'float' ( in float)
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 'float' ( in float)
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0:9 Function Definition: @main( ( temp 4-component vector of float)
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0:9 Function Parameters:
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0:? Sequence
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0:10 Sequence
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0:10 move second child to first child ( temp float)
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0:10 'float' ( temp float)
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0:10 Constant:
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0:10 7.000000
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0:11 Sequence
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0:11 move second child to first child ( temp 2-element array of bool)
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0:11 'bool' ( temp 2-element array of bool)
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0:11 Construct bool ( temp 2-element array of bool)
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0:11 Convert float to bool ( temp bool)
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0:11 'float' ( temp float)
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0:11 Convert float to bool ( temp bool)
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0:11 'float' ( temp float)
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0:12 Sequence
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0:12 move second child to first child ( temp int)
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0:12 'int' ( temp int)
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0:12 Convert bool to int ( temp int)
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0:12 direct index ( temp bool)
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0:12 'bool' ( temp 2-element array of bool)
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0:12 Constant:
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0:12 1 (const int)
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0:13 Sequence
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0:13 move second child to first child ( temp uint)
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0:13 'uint' ( temp uint)
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0:13 Convert float to uint ( temp uint)
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0:13 add ( temp float)
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0:13 'float' ( temp float)
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0:13 Convert int to float ( temp float)
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0:13 'int' ( temp int)
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0:14 Sequence
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0:14 move second child to first child ( temp mediump float)
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0:14 'min16float' ( temp mediump float)
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0:14 Convert uint to float ( temp mediump float)
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0:14 'uint' ( temp mediump uint)
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0:15 Sequence
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0:15 move second child to first child ( temp mediump float)
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0:15 'min10float' ( temp mediump float)
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0:15 'min16float' ( temp mediump float)
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0:16 Sequence
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0:16 move second child to first child ( temp float)
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0:16 'half' ( temp float)
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0:16 Constant:
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0:16 0.500000
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0:? Sequence
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0:20 move second child to first child ( temp float)
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0:20 float: direct index for structure ( temp float)
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0:20 'float' ( temp structure{ temp float float})
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0:20 Constant:
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0:20 0 (const int)
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0:20 Constant:
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0:20 42.000000
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0:23 move second child to first child ( temp bool)
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0:23 direct index ( temp bool)
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0:23 'bool' ( temp 2-element array of bool)
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0:23 Constant:
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0:23 0 (const int)
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0:23 direct index ( temp bool)
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0:23 'bool' ( temp 2-element array of bool)
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0:23 Constant:
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0:23 1 (const int)
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0:25 move second child to first child ( temp mediump float)
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0:25 'float' ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 'float' ( temp mediump float)
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0:25 Convert int to float ( temp mediump float)
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0:25 'int' ( temp mediump int)
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0:25 Convert uint to float ( temp mediump float)
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0:25 'uint' ( temp mediump uint)
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0:25 'min16float' ( temp mediump float)
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0:25 'min10float' ( temp mediump float)
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0:25 Test condition and select ( temp mediump float)
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0:25 Condition
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0:25 direct index ( temp bool)
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0:25 'bool' ( temp 2-element array of bool)
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0:25 Constant:
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0:25 0 (const int)
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0:25 true case
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0:25 Convert int to float ( temp mediump float)
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0:25 'int' ( temp mediump int)
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0:25 false case
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0:25 'float' ( temp mediump float)
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0:25 Function Call: fn(f1; ( temp mediump float)
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0:25 'float' ( temp mediump float)
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0:28 move second child to first child ( temp float)
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0:28 direct index ( temp float)
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0:28 direct index ( temp 3-component vector of float)
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0:28 'half2x3' ( temp 2X3 matrix of float)
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0:28 Constant:
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0:28 0 (const int)
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0:28 Constant:
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0:28 0 (const int)
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0:28 component-wise multiply ( temp float)
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0:28 'float' ( temp float)
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0:28 'float' ( temp float)
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0:30 Branch: Return with expression
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0:30 Construct vec4 ( temp 4-component vector of float)
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0:30 add ( temp float)
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0:30 'float' ( temp float)
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0:30 direct index ( temp float)
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0:30 direct index ( temp 3-component vector of float)
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0:30 'half2x3' ( temp 2X3 matrix of float)
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0:30 Constant:
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0:30 0 (const int)
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0:30 Constant:
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0:30 0 (const int)
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0:9 Function Definition: main( ( temp void)
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0:9 Function Parameters:
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0:? Sequence
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0:9 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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0:9 Function Call: @main( ( 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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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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0:6 Function Definition: fn(f1; ( temp float)
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0:6 Function Parameters:
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0:6 'float' ( in float)
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 'float' ( in float)
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0:9 Function Definition: @main( ( temp 4-component vector of float)
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0:9 Function Parameters:
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0:? Sequence
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0:10 Sequence
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0:10 move second child to first child ( temp float)
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0:10 'float' ( temp float)
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0:10 Constant:
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0:10 7.000000
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0:11 Sequence
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0:11 move second child to first child ( temp 2-element array of bool)
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0:11 'bool' ( temp 2-element array of bool)
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0:11 Construct bool ( temp 2-element array of bool)
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0:11 Convert float to bool ( temp bool)
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0:11 'float' ( temp float)
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0:11 Convert float to bool ( temp bool)
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0:11 'float' ( temp float)
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0:12 Sequence
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0:12 move second child to first child ( temp int)
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0:12 'int' ( temp int)
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0:12 Convert bool to int ( temp int)
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0:12 direct index ( temp bool)
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0:12 'bool' ( temp 2-element array of bool)
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0:12 Constant:
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0:12 1 (const int)
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0:13 Sequence
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0:13 move second child to first child ( temp uint)
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0:13 'uint' ( temp uint)
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0:13 Convert float to uint ( temp uint)
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0:13 add ( temp float)
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0:13 'float' ( temp float)
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0:13 Convert int to float ( temp float)
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0:13 'int' ( temp int)
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0:14 Sequence
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0:14 move second child to first child ( temp mediump float)
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0:14 'min16float' ( temp mediump float)
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0:14 Convert uint to float ( temp mediump float)
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0:14 'uint' ( temp mediump uint)
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0:15 Sequence
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0:15 move second child to first child ( temp mediump float)
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0:15 'min10float' ( temp mediump float)
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0:15 'min16float' ( temp mediump float)
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0:16 Sequence
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0:16 move second child to first child ( temp float)
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0:16 'half' ( temp float)
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0:16 Constant:
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0:16 0.500000
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0:? Sequence
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0:20 move second child to first child ( temp float)
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0:20 float: direct index for structure ( temp float)
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0:20 'float' ( temp structure{ temp float float})
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0:20 Constant:
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0:20 0 (const int)
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0:20 Constant:
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0:20 42.000000
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0:23 move second child to first child ( temp bool)
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0:23 direct index ( temp bool)
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0:23 'bool' ( temp 2-element array of bool)
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0:23 Constant:
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0:23 0 (const int)
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0:23 direct index ( temp bool)
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0:23 'bool' ( temp 2-element array of bool)
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0:23 Constant:
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0:23 1 (const int)
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0:25 move second child to first child ( temp mediump float)
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0:25 'float' ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 add ( temp mediump float)
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0:25 'float' ( temp mediump float)
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0:25 Convert int to float ( temp mediump float)
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0:25 'int' ( temp mediump int)
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0:25 Convert uint to float ( temp mediump float)
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0:25 'uint' ( temp mediump uint)
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0:25 'min16float' ( temp mediump float)
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0:25 'min10float' ( temp mediump float)
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0:25 Test condition and select ( temp mediump float)
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0:25 Condition
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0:25 direct index ( temp bool)
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0:25 'bool' ( temp 2-element array of bool)
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0:25 Constant:
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0:25 0 (const int)
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0:25 true case
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0:25 Convert int to float ( temp mediump float)
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0:25 'int' ( temp mediump int)
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0:25 false case
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0:25 'float' ( temp mediump float)
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0:25 Function Call: fn(f1; ( temp mediump float)
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0:25 'float' ( temp mediump float)
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0:28 move second child to first child ( temp float)
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0:28 direct index ( temp float)
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0:28 direct index ( temp 3-component vector of float)
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0:28 'half2x3' ( temp 2X3 matrix of float)
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0:28 Constant:
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0:28 0 (const int)
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0:28 Constant:
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0:28 0 (const int)
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0:28 component-wise multiply ( temp float)
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0:28 'float' ( temp float)
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0:28 'float' ( temp float)
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0:30 Branch: Return with expression
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0:30 Construct vec4 ( temp 4-component vector of float)
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0:30 add ( temp float)
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0:30 'float' ( temp float)
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0:30 direct index ( temp float)
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0:30 direct index ( temp 3-component vector of float)
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0:30 'half2x3' ( temp 2X3 matrix of float)
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0:30 Constant:
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0:30 0 (const int)
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0:30 Constant:
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0:30 0 (const int)
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0:9 Function Definition: main( ( temp void)
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0:9 Function Parameters:
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0:? Sequence
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0:9 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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0:9 Function Call: @main( ( 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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// Module Version 10000
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// Generated by (magic number): 80002
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// Id's are bound by 109
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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" 107
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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 10 "fn(f1;"
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Name 9 "float"
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Name 14 "@main("
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Name 19 "float"
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Name 26 "bool"
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Name 35 "int"
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Name 43 "uint"
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Name 49 "min16float"
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Name 52 "min10float"
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Name 54 "half"
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Name 56 "foo_t"
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MemberName 56(foo_t) 0 "float"
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Name 58 "float"
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Name 86 "param"
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Name 93 "half2x3"
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Name 107 "@entryPointOutput"
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Decorate 49(min16float) RelaxedPrecision
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Decorate 50 RelaxedPrecision
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Decorate 51 RelaxedPrecision
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Decorate 52(min10float) RelaxedPrecision
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Decorate 53 RelaxedPrecision
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Decorate 64 RelaxedPrecision
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Decorate 65 RelaxedPrecision
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Decorate 66 RelaxedPrecision
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Decorate 67 RelaxedPrecision
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Decorate 68 RelaxedPrecision
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Decorate 69 RelaxedPrecision
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Decorate 70 RelaxedPrecision
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Decorate 71 RelaxedPrecision
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Decorate 72 RelaxedPrecision
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Decorate 73 RelaxedPrecision
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Decorate 74 RelaxedPrecision
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Decorate 80 RelaxedPrecision
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Decorate 81 RelaxedPrecision
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Decorate 83 RelaxedPrecision
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Decorate 84 RelaxedPrecision
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Decorate 85 RelaxedPrecision
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Decorate 87 RelaxedPrecision
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Decorate 88 RelaxedPrecision
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Decorate 89 RelaxedPrecision
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Decorate 107(@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: TypePointer Function 6(float)
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8: TypeFunction 6(float) 7(ptr)
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12: TypeVector 6(float) 4
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13: TypeFunction 12(fvec4)
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20: 6(float) Constant 1088421888
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21: TypeBool
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22: TypeInt 32 0
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23: 22(int) Constant 2
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24: TypeArray 21(bool) 23
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25: TypePointer Function 24
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28: 6(float) Constant 0
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33: TypeInt 32 1
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34: TypePointer Function 33(int)
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36: 33(int) Constant 1
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37: TypePointer Function 21(bool)
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40: 33(int) Constant 0
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42: TypePointer Function 22(int)
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55: 6(float) Constant 1056964608
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56(foo_t): TypeStruct 6(float)
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57: TypePointer Function 56(foo_t)
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59: 6(float) Constant 1109917696
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90: TypeVector 6(float) 3
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91: TypeMatrix 90(fvec3) 2
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92: TypePointer Function 91
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97: 22(int) Constant 0
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106: TypePointer Output 12(fvec4)
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107(@entryPointOutput): 106(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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108: 12(fvec4) FunctionCall 14(@main()
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Store 107(@entryPointOutput) 108
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Return
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FunctionEnd
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10(fn(f1;): 6(float) Function None 8
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9(float): 7(ptr) FunctionParameter
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11: Label
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16: 6(float) Load 9(float)
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ReturnValue 16
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FunctionEnd
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14(@main(): 12(fvec4) Function None 13
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15: Label
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19(float): 7(ptr) Variable Function
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26(bool): 25(ptr) Variable Function
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35(int): 34(ptr) Variable Function
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43(uint): 42(ptr) Variable Function
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49(min16float): 7(ptr) Variable Function
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52(min10float): 7(ptr) Variable Function
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54(half): 7(ptr) Variable Function
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58(float): 57(ptr) Variable Function
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75: 7(ptr) Variable Function
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86(param): 7(ptr) Variable Function
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93(half2x3): 92(ptr) Variable Function
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Store 19(float) 20
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27: 6(float) Load 19(float)
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29: 21(bool) FOrdNotEqual 27 28
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30: 6(float) Load 19(float)
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31: 21(bool) FOrdNotEqual 30 28
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32: 24 CompositeConstruct 29 31
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Store 26(bool) 32
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38: 37(ptr) AccessChain 26(bool) 36
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39: 21(bool) Load 38
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41: 33(int) Select 39 36 40
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Store 35(int) 41
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44: 6(float) Load 19(float)
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45: 33(int) Load 35(int)
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46: 6(float) ConvertSToF 45
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47: 6(float) FAdd 44 46
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48: 22(int) ConvertFToU 47
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Store 43(uint) 48
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50: 22(int) Load 43(uint)
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51: 6(float) ConvertUToF 50
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Store 49(min16float) 51
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53: 6(float) Load 49(min16float)
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Store 52(min10float) 53
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Store 54(half) 55
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60: 7(ptr) AccessChain 58(float) 40
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Store 60 59
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61: 37(ptr) AccessChain 26(bool) 36
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62: 21(bool) Load 61
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63: 37(ptr) AccessChain 26(bool) 40
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Store 63 62
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64: 6(float) Load 19(float)
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65: 33(int) Load 35(int)
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66: 6(float) ConvertSToF 65
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67: 6(float) FAdd 64 66
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68: 22(int) Load 43(uint)
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69: 6(float) ConvertUToF 68
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70: 6(float) FAdd 67 69
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71: 6(float) Load 49(min16float)
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72: 6(float) FAdd 70 71
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73: 6(float) Load 52(min10float)
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74: 6(float) FAdd 72 73
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76: 37(ptr) AccessChain 26(bool) 40
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77: 21(bool) Load 76
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SelectionMerge 79 None
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BranchConditional 77 78 82
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78: Label
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80: 33(int) Load 35(int)
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81: 6(float) ConvertSToF 80
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Store 75 81
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Branch 79
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82: Label
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83: 6(float) Load 19(float)
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Store 75 83
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Branch 79
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79: Label
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84: 6(float) Load 75
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85: 6(float) FAdd 74 84
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87: 6(float) Load 19(float)
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Store 86(param) 87
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88: 6(float) FunctionCall 10(fn(f1;) 86(param)
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89: 6(float) FAdd 85 88
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Store 19(float) 89
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94: 6(float) Load 19(float)
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95: 6(float) Load 19(float)
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96: 6(float) FMul 94 95
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98: 7(ptr) AccessChain 93(half2x3) 40 97
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Store 98 96
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99: 6(float) Load 19(float)
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100: 7(ptr) AccessChain 93(half2x3) 40 97
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101: 6(float) Load 100
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102: 6(float) FAdd 99 101
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103: 12(fvec4) CompositeConstruct 102 102 102 102
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ReturnValue 103
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FunctionEnd
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