mirror of
https://github.com/RPCS3/glslang.git
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434 lines
20 KiB
Plaintext
434 lines
20 KiB
Plaintext
hlsl.matType.bool.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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0:3 Function Definition: TestBoolMatTypes( ( temp void)
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0:3 Function Parameters:
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0:? Sequence
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0:25 Sequence
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0:25 move second child to first child ( temp 1X1 matrix of bool)
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0:25 'r00' ( temp 1X1 matrix of bool)
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0:25 transpose ( temp 1X1 matrix of bool)
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0:25 'b1x1' ( temp 1X1 matrix of bool)
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0:26 Sequence
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0:26 move second child to first child ( temp 1X2 matrix of bool)
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0:26 'r01' ( temp 1X2 matrix of bool)
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0:26 transpose ( temp 1X2 matrix of bool)
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0:26 'b2x1' ( temp 2X1 matrix of bool)
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0:27 Sequence
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0:27 move second child to first child ( temp 1X3 matrix of bool)
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0:27 'r02' ( temp 1X3 matrix of bool)
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0:27 transpose ( temp 1X3 matrix of bool)
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0:27 'b3x1' ( temp 3X1 matrix of bool)
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0:28 Sequence
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0:28 move second child to first child ( temp 1X4 matrix of bool)
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0:28 'r03' ( temp 1X4 matrix of bool)
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0:28 transpose ( temp 1X4 matrix of bool)
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0:28 'b4x1' ( temp 4X1 matrix of bool)
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0:30 Sequence
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0:30 move second child to first child ( temp 2X1 matrix of bool)
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0:30 'r10' ( temp 2X1 matrix of bool)
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0:30 transpose ( temp 2X1 matrix of bool)
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0:30 'b1x2' ( temp 1X2 matrix of bool)
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0:31 Sequence
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0:31 move second child to first child ( temp 2X2 matrix of bool)
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0:31 'r11' ( temp 2X2 matrix of bool)
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0:31 transpose ( temp 2X2 matrix of bool)
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0:31 'b2x2' ( temp 2X2 matrix of bool)
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0:32 Sequence
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0:32 move second child to first child ( temp 2X3 matrix of bool)
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0:32 'r12' ( temp 2X3 matrix of bool)
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0:32 transpose ( temp 2X3 matrix of bool)
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0:32 'b3x2' ( temp 3X2 matrix of bool)
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0:33 Sequence
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0:33 move second child to first child ( temp 2X4 matrix of bool)
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0:33 'r13' ( temp 2X4 matrix of bool)
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0:33 transpose ( temp 2X4 matrix of bool)
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0:33 'b4x2' ( temp 4X2 matrix of bool)
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0:35 Sequence
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0:35 move second child to first child ( temp 3X1 matrix of bool)
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0:35 'r20' ( temp 3X1 matrix of bool)
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0:35 transpose ( temp 3X1 matrix of bool)
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0:35 'b1x3' ( temp 1X3 matrix of bool)
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0:36 Sequence
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0:36 move second child to first child ( temp 3X2 matrix of bool)
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0:36 'r21' ( temp 3X2 matrix of bool)
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0:36 transpose ( temp 3X2 matrix of bool)
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0:36 'b2x3' ( temp 2X3 matrix of bool)
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0:37 Sequence
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0:37 move second child to first child ( temp 3X3 matrix of bool)
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0:37 'r22' ( temp 3X3 matrix of bool)
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0:37 transpose ( temp 3X3 matrix of bool)
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0:37 'b3x3' ( temp 3X3 matrix of bool)
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0:38 Sequence
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0:38 move second child to first child ( temp 3X4 matrix of bool)
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0:38 'r23' ( temp 3X4 matrix of bool)
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0:38 transpose ( temp 3X4 matrix of bool)
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0:38 'b4x3' ( temp 4X3 matrix of bool)
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0:40 Sequence
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0:40 move second child to first child ( temp 4X1 matrix of bool)
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0:40 'r30' ( temp 4X1 matrix of bool)
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0:40 transpose ( temp 4X1 matrix of bool)
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0:40 'b1x4' ( temp 1X4 matrix of bool)
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0:41 Sequence
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0:41 move second child to first child ( temp 4X2 matrix of bool)
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0:41 'r31' ( temp 4X2 matrix of bool)
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0:41 transpose ( temp 4X2 matrix of bool)
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0:41 'b2x4' ( temp 2X4 matrix of bool)
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0:42 Sequence
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0:42 move second child to first child ( temp 4X3 matrix of bool)
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0:42 'r32' ( temp 4X3 matrix of bool)
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0:42 transpose ( temp 4X3 matrix of bool)
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0:42 'b3x4' ( temp 3X4 matrix of bool)
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0:43 Sequence
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0:43 move second child to first child ( temp 4X4 matrix of bool)
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0:43 'r33' ( temp 4X4 matrix of bool)
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0:43 transpose ( temp 4X4 matrix of bool)
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0:43 'b4x4' ( temp 4X4 matrix of bool)
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0:49 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
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0:49 Function Parameters:
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0:? Sequence
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0:51 move second child to first child ( temp 4-component vector of float)
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0:51 color: direct index for structure ( temp 4-component vector of float)
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0:51 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:51 Constant:
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0:51 0 (const int)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:52 Branch: Return with expression
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0:52 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:49 Function Definition: main( ( temp void)
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0:49 Function Parameters:
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0:? Sequence
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0:49 Sequence
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0:49 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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0:49 color: direct index for structure ( temp 4-component vector of float)
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0:49 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:49 Constant:
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0:49 0 (const int)
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0:? Linker Objects
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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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0:3 Function Definition: TestBoolMatTypes( ( temp void)
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0:3 Function Parameters:
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0:? Sequence
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0:25 Sequence
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0:25 move second child to first child ( temp 1X1 matrix of bool)
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0:25 'r00' ( temp 1X1 matrix of bool)
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0:25 transpose ( temp 1X1 matrix of bool)
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0:25 'b1x1' ( temp 1X1 matrix of bool)
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0:26 Sequence
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0:26 move second child to first child ( temp 1X2 matrix of bool)
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0:26 'r01' ( temp 1X2 matrix of bool)
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0:26 transpose ( temp 1X2 matrix of bool)
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0:26 'b2x1' ( temp 2X1 matrix of bool)
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0:27 Sequence
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0:27 move second child to first child ( temp 1X3 matrix of bool)
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0:27 'r02' ( temp 1X3 matrix of bool)
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0:27 transpose ( temp 1X3 matrix of bool)
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0:27 'b3x1' ( temp 3X1 matrix of bool)
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0:28 Sequence
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0:28 move second child to first child ( temp 1X4 matrix of bool)
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0:28 'r03' ( temp 1X4 matrix of bool)
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0:28 transpose ( temp 1X4 matrix of bool)
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0:28 'b4x1' ( temp 4X1 matrix of bool)
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0:30 Sequence
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0:30 move second child to first child ( temp 2X1 matrix of bool)
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0:30 'r10' ( temp 2X1 matrix of bool)
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0:30 transpose ( temp 2X1 matrix of bool)
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0:30 'b1x2' ( temp 1X2 matrix of bool)
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0:31 Sequence
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0:31 move second child to first child ( temp 2X2 matrix of bool)
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0:31 'r11' ( temp 2X2 matrix of bool)
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0:31 transpose ( temp 2X2 matrix of bool)
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0:31 'b2x2' ( temp 2X2 matrix of bool)
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0:32 Sequence
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0:32 move second child to first child ( temp 2X3 matrix of bool)
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0:32 'r12' ( temp 2X3 matrix of bool)
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0:32 transpose ( temp 2X3 matrix of bool)
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0:32 'b3x2' ( temp 3X2 matrix of bool)
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0:33 Sequence
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0:33 move second child to first child ( temp 2X4 matrix of bool)
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0:33 'r13' ( temp 2X4 matrix of bool)
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0:33 transpose ( temp 2X4 matrix of bool)
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0:33 'b4x2' ( temp 4X2 matrix of bool)
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0:35 Sequence
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0:35 move second child to first child ( temp 3X1 matrix of bool)
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0:35 'r20' ( temp 3X1 matrix of bool)
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0:35 transpose ( temp 3X1 matrix of bool)
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0:35 'b1x3' ( temp 1X3 matrix of bool)
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0:36 Sequence
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0:36 move second child to first child ( temp 3X2 matrix of bool)
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0:36 'r21' ( temp 3X2 matrix of bool)
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0:36 transpose ( temp 3X2 matrix of bool)
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0:36 'b2x3' ( temp 2X3 matrix of bool)
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0:37 Sequence
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0:37 move second child to first child ( temp 3X3 matrix of bool)
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0:37 'r22' ( temp 3X3 matrix of bool)
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0:37 transpose ( temp 3X3 matrix of bool)
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0:37 'b3x3' ( temp 3X3 matrix of bool)
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0:38 Sequence
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0:38 move second child to first child ( temp 3X4 matrix of bool)
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0:38 'r23' ( temp 3X4 matrix of bool)
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0:38 transpose ( temp 3X4 matrix of bool)
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0:38 'b4x3' ( temp 4X3 matrix of bool)
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0:40 Sequence
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0:40 move second child to first child ( temp 4X1 matrix of bool)
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0:40 'r30' ( temp 4X1 matrix of bool)
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0:40 transpose ( temp 4X1 matrix of bool)
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0:40 'b1x4' ( temp 1X4 matrix of bool)
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0:41 Sequence
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0:41 move second child to first child ( temp 4X2 matrix of bool)
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0:41 'r31' ( temp 4X2 matrix of bool)
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0:41 transpose ( temp 4X2 matrix of bool)
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0:41 'b2x4' ( temp 2X4 matrix of bool)
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0:42 Sequence
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0:42 move second child to first child ( temp 4X3 matrix of bool)
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0:42 'r32' ( temp 4X3 matrix of bool)
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0:42 transpose ( temp 4X3 matrix of bool)
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0:42 'b3x4' ( temp 3X4 matrix of bool)
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0:43 Sequence
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0:43 move second child to first child ( temp 4X4 matrix of bool)
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0:43 'r33' ( temp 4X4 matrix of bool)
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0:43 transpose ( temp 4X4 matrix of bool)
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0:43 'b4x4' ( temp 4X4 matrix of bool)
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0:49 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
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0:49 Function Parameters:
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0:? Sequence
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0:51 move second child to first child ( temp 4-component vector of float)
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0:51 color: direct index for structure ( temp 4-component vector of float)
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0:51 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:51 Constant:
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0:51 0 (const int)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:52 Branch: Return with expression
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0:52 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:49 Function Definition: main( ( temp void)
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0:49 Function Parameters:
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0:? Sequence
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0:49 Sequence
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0:49 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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0:49 color: direct index for structure ( temp 4-component vector of float)
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0:49 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:49 Constant:
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0:49 0 (const int)
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0:? Linker Objects
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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): 80002
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// Id's are bound by 130
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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" 127
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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 6 "TestBoolMatTypes("
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Name 10 "PS_OUTPUT"
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MemberName 10(PS_OUTPUT) 0 "color"
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Name 12 "@main("
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Name 18 "r00"
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Name 19 "b1x1"
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Name 25 "r01"
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Name 28 "b2x1"
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Name 34 "r02"
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Name 37 "b3x1"
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Name 43 "r03"
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Name 46 "b4x1"
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Name 49 "r10"
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Name 50 "b1x2"
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Name 55 "r11"
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Name 56 "b2x2"
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Name 61 "r12"
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Name 64 "b3x2"
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Name 69 "r13"
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Name 72 "b4x2"
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Name 75 "r20"
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Name 76 "b1x3"
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Name 79 "r21"
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Name 80 "b2x3"
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Name 85 "r22"
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Name 86 "b3x3"
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Name 91 "r23"
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Name 94 "b4x3"
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Name 97 "r30"
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Name 98 "b1x4"
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Name 101 "r31"
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Name 102 "b2x4"
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Name 105 "r32"
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Name 106 "b3x4"
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Name 111 "r33"
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Name 112 "b4x4"
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Name 116 "ps_output"
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Name 127 "@entryPointOutput.color"
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Decorate 127(@entryPointOutput.color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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8: TypeFloat 32
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9: TypeVector 8(float) 4
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10(PS_OUTPUT): TypeStruct 9(fvec4)
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11: TypeFunction 10(PS_OUTPUT)
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14: TypeBool
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15: TypeVector 14(bool) 1
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16: TypeMatrix 15(bvec) 1
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17: TypePointer Function 16
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22: TypeVector 14(bool) 2
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23: TypeMatrix 22(bvec2) 1
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24: TypePointer Function 23
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26: TypeMatrix 15(bvec) 2
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27: TypePointer Function 26
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31: TypeVector 14(bool) 3
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32: TypeMatrix 31(bvec3) 1
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33: TypePointer Function 32
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35: TypeMatrix 15(bvec) 3
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36: TypePointer Function 35
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40: TypeVector 14(bool) 4
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41: TypeMatrix 40(bvec4) 1
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42: TypePointer Function 41
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44: TypeMatrix 15(bvec) 4
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45: TypePointer Function 44
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53: TypeMatrix 22(bvec2) 2
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54: TypePointer Function 53
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59: TypeMatrix 31(bvec3) 2
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60: TypePointer Function 59
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62: TypeMatrix 22(bvec2) 3
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63: TypePointer Function 62
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67: TypeMatrix 40(bvec4) 2
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68: TypePointer Function 67
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70: TypeMatrix 22(bvec2) 4
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71: TypePointer Function 70
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83: TypeMatrix 31(bvec3) 3
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84: TypePointer Function 83
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89: TypeMatrix 40(bvec4) 3
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90: TypePointer Function 89
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92: TypeMatrix 31(bvec3) 4
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93: TypePointer Function 92
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109: TypeMatrix 40(bvec4) 4
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110: TypePointer Function 109
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115: TypePointer Function 10(PS_OUTPUT)
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117: TypeInt 32 1
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118: 117(int) Constant 0
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119: 8(float) Constant 0
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120: 9(fvec4) ConstantComposite 119 119 119 119
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121: TypePointer Function 9(fvec4)
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126: TypePointer Output 9(fvec4)
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127(@entryPointOutput.color): 126(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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128:10(PS_OUTPUT) FunctionCall 12(@main()
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129: 9(fvec4) CompositeExtract 128 0
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Store 127(@entryPointOutput.color) 129
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Return
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FunctionEnd
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6(TestBoolMatTypes(): 2 Function None 3
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7: Label
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18(r00): 17(ptr) Variable Function
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19(b1x1): 17(ptr) Variable Function
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25(r01): 24(ptr) Variable Function
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28(b2x1): 27(ptr) Variable Function
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34(r02): 33(ptr) Variable Function
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37(b3x1): 36(ptr) Variable Function
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43(r03): 42(ptr) Variable Function
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46(b4x1): 45(ptr) Variable Function
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49(r10): 27(ptr) Variable Function
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50(b1x2): 24(ptr) Variable Function
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55(r11): 54(ptr) Variable Function
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56(b2x2): 54(ptr) Variable Function
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61(r12): 60(ptr) Variable Function
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64(b3x2): 63(ptr) Variable Function
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69(r13): 68(ptr) Variable Function
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72(b4x2): 71(ptr) Variable Function
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75(r20): 36(ptr) Variable Function
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76(b1x3): 33(ptr) Variable Function
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79(r21): 63(ptr) Variable Function
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80(b2x3): 60(ptr) Variable Function
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85(r22): 84(ptr) Variable Function
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86(b3x3): 84(ptr) Variable Function
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91(r23): 90(ptr) Variable Function
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94(b4x3): 93(ptr) Variable Function
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97(r30): 45(ptr) Variable Function
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98(b1x4): 42(ptr) Variable Function
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101(r31): 71(ptr) Variable Function
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102(b2x4): 68(ptr) Variable Function
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105(r32): 93(ptr) Variable Function
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106(b3x4): 90(ptr) Variable Function
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111(r33): 110(ptr) Variable Function
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112(b4x4): 110(ptr) Variable Function
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20: 16 Load 19(b1x1)
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21: 16 Transpose 20
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Store 18(r00) 21
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29: 26 Load 28(b2x1)
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30: 23 Transpose 29
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Store 25(r01) 30
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38: 35 Load 37(b3x1)
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39: 32 Transpose 38
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Store 34(r02) 39
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47: 44 Load 46(b4x1)
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48: 41 Transpose 47
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Store 43(r03) 48
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51: 23 Load 50(b1x2)
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52: 26 Transpose 51
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Store 49(r10) 52
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57: 53 Load 56(b2x2)
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58: 53 Transpose 57
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Store 55(r11) 58
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65: 62 Load 64(b3x2)
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66: 59 Transpose 65
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Store 61(r12) 66
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73: 70 Load 72(b4x2)
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74: 67 Transpose 73
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Store 69(r13) 74
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77: 32 Load 76(b1x3)
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78: 35 Transpose 77
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Store 75(r20) 78
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81: 59 Load 80(b2x3)
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82: 62 Transpose 81
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Store 79(r21) 82
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87: 83 Load 86(b3x3)
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88: 83 Transpose 87
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Store 85(r22) 88
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95: 92 Load 94(b4x3)
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96: 89 Transpose 95
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Store 91(r23) 96
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99: 41 Load 98(b1x4)
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100: 44 Transpose 99
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Store 97(r30) 100
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103: 67 Load 102(b2x4)
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104: 70 Transpose 103
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Store 101(r31) 104
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107: 89 Load 106(b3x4)
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108: 92 Transpose 107
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Store 105(r32) 108
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113: 109 Load 112(b4x4)
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114: 109 Transpose 113
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Store 111(r33) 114
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Return
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FunctionEnd
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12(@main():10(PS_OUTPUT) Function None 11
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13: Label
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116(ps_output): 115(ptr) Variable Function
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122: 121(ptr) AccessChain 116(ps_output) 118
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Store 122 120
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123:10(PS_OUTPUT) Load 116(ps_output)
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ReturnValue 123
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FunctionEnd
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