mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-20 18:28:06 +00:00
71c100d7c0
Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
467 lines
18 KiB
Plaintext
Executable File
467 lines
18 KiB
Plaintext
Executable File
hlsl.switch.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' ( in 4-component vector of float)
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0:2 'c' ( in int)
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0:2 'd' ( in int)
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0:? Sequence
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0:3 'c' ( in int)
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0:7 switch
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0:7 condition
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0:7 'c' ( in int)
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0:7 body
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0:7 Sequence
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0:9 default:
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0:7 Sequence
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0:7 Branch: Break
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0:12 switch
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0:12 condition
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0:12 'c' ( in int)
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0:12 body
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0:12 Sequence
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0:13 case: with expression
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0:13 Constant:
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0:13 1 (const int)
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0:? Sequence
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0:14 Pre-Increment ( temp 4-component vector of float)
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0:14 'input' ( in 4-component vector of float)
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0:15 Branch: Break
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0:16 case: with expression
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0:16 Constant:
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0:16 2 (const int)
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0:? Sequence
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0:17 Pre-Decrement ( temp 4-component vector of float)
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0:17 'input' ( in 4-component vector of float)
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0:18 Branch: Break
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0:21 switch
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0:21 condition
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0:21 'c' ( in int)
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0:21 body
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0:21 Sequence
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0:22 case: with expression
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0:22 Constant:
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0:22 1 (const int)
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0:? Sequence
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0:23 Pre-Increment ( temp 4-component vector of float)
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0:23 'input' ( in 4-component vector of float)
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0:24 Branch: Break
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0:25 case: with expression
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0:25 Constant:
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0:25 2 (const int)
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0:? Sequence
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0:26 switch
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0:26 condition
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0:26 'd' ( in int)
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0:26 body
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0:26 Sequence
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0:27 case: with expression
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0:27 Constant:
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0:27 2 (const int)
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0:? Sequence
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0:28 add second child into first child ( temp 4-component vector of float)
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0:28 'input' ( in 4-component vector of float)
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0:28 Constant:
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0:28 2.000000
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0:29 Branch: Break
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0:30 case: with expression
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0:30 Constant:
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0:30 3 (const int)
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0:? Sequence
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0:31 add second child into first child ( temp 4-component vector of float)
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0:31 'input' ( in 4-component vector of float)
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0:31 Constant:
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0:31 3.000000
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0:32 Branch: Break
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0:34 Branch: Break
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0:35 default:
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0:? Sequence
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0:36 add second child into first child ( temp 4-component vector of float)
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0:36 'input' ( in 4-component vector of float)
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0:36 Constant:
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0:36 4.000000
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0:39 switch
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0:39 condition
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0:39 'c' ( in int)
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0:39 body
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0:39 Sequence
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0:40 case: with expression
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0:40 Constant:
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0:40 1 (const int)
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0:39 Sequence
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0:39 Branch: Break
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0:43 switch
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0:43 condition
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0:43 'c' ( in int)
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0:43 body
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0:43 Sequence
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0:44 case: with expression
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0:44 Constant:
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0:44 1 (const int)
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0:45 case: with expression
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0:45 Constant:
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0:45 2 (const int)
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0:46 case: with expression
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0:46 Constant:
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0:46 3 (const int)
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0:? Sequence
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0:47 Pre-Increment ( temp 4-component vector of float)
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0:47 'input' ( in 4-component vector of float)
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0:48 Branch: Break
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0:49 case: with expression
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0:49 Constant:
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0:49 4 (const int)
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0:50 case: with expression
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0:50 Constant:
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0:50 5 (const int)
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0:? Sequence
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0:51 Pre-Decrement ( temp 4-component vector of float)
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0:51 'input' ( in 4-component vector of float)
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0:54 Branch: Return with expression
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0:54 'input' ( in 4-component vector of float)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:2 move second child to first child ( temp int)
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0:? 'c' ( temp int)
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0:? 'c' (layout( location=1) in int)
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0:2 move second child to first child ( temp int)
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0:? 'd' ( temp int)
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0:? 'd' (layout( location=2) in int)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'c' ( temp int)
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0:? 'd' ( temp int)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'c' (layout( location=1) in int)
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0:? 'd' (layout( location=2) in int)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' ( in 4-component vector of float)
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0:2 'c' ( in int)
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0:2 'd' ( in int)
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0:? Sequence
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0:3 'c' ( in int)
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0:7 switch
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0:7 condition
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0:7 'c' ( in int)
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0:7 body
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0:7 Sequence
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0:9 default:
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0:7 Sequence
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0:7 Branch: Break
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0:12 switch
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0:12 condition
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0:12 'c' ( in int)
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0:12 body
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0:12 Sequence
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0:13 case: with expression
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0:13 Constant:
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0:13 1 (const int)
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0:? Sequence
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0:14 Pre-Increment ( temp 4-component vector of float)
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0:14 'input' ( in 4-component vector of float)
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0:15 Branch: Break
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0:16 case: with expression
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0:16 Constant:
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0:16 2 (const int)
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0:? Sequence
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0:17 Pre-Decrement ( temp 4-component vector of float)
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0:17 'input' ( in 4-component vector of float)
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0:18 Branch: Break
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0:21 switch
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0:21 condition
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0:21 'c' ( in int)
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0:21 body
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0:21 Sequence
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0:22 case: with expression
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0:22 Constant:
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0:22 1 (const int)
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0:? Sequence
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0:23 Pre-Increment ( temp 4-component vector of float)
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0:23 'input' ( in 4-component vector of float)
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0:24 Branch: Break
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0:25 case: with expression
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0:25 Constant:
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0:25 2 (const int)
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0:? Sequence
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0:26 switch
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0:26 condition
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0:26 'd' ( in int)
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0:26 body
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0:26 Sequence
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0:27 case: with expression
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0:27 Constant:
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0:27 2 (const int)
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0:? Sequence
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0:28 add second child into first child ( temp 4-component vector of float)
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0:28 'input' ( in 4-component vector of float)
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0:28 Constant:
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0:28 2.000000
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0:29 Branch: Break
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0:30 case: with expression
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0:30 Constant:
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0:30 3 (const int)
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0:? Sequence
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0:31 add second child into first child ( temp 4-component vector of float)
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0:31 'input' ( in 4-component vector of float)
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0:31 Constant:
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0:31 3.000000
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0:32 Branch: Break
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0:34 Branch: Break
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0:35 default:
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0:? Sequence
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0:36 add second child into first child ( temp 4-component vector of float)
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0:36 'input' ( in 4-component vector of float)
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0:36 Constant:
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0:36 4.000000
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0:39 switch
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0:39 condition
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0:39 'c' ( in int)
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0:39 body
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0:39 Sequence
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0:40 case: with expression
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0:40 Constant:
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0:40 1 (const int)
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0:39 Sequence
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0:39 Branch: Break
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0:43 switch
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0:43 condition
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0:43 'c' ( in int)
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0:43 body
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0:43 Sequence
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0:44 case: with expression
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0:44 Constant:
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0:44 1 (const int)
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0:45 case: with expression
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0:45 Constant:
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0:45 2 (const int)
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0:46 case: with expression
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0:46 Constant:
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0:46 3 (const int)
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0:? Sequence
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0:47 Pre-Increment ( temp 4-component vector of float)
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0:47 'input' ( in 4-component vector of float)
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0:48 Branch: Break
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0:49 case: with expression
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0:49 Constant:
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0:49 4 (const int)
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0:50 case: with expression
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0:50 Constant:
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0:50 5 (const int)
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0:? Sequence
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0:51 Pre-Decrement ( temp 4-component vector of float)
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0:51 'input' ( in 4-component vector of float)
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0:54 Branch: Return with expression
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0:54 'input' ( in 4-component vector of float)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:2 move second child to first child ( temp int)
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0:? 'c' ( temp int)
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0:? 'c' (layout( location=1) in int)
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0:2 move second child to first child ( temp int)
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0:? 'd' ( temp int)
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0:? 'd' (layout( location=2) in int)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'c' ( temp int)
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0:? 'd' ( temp int)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'c' (layout( location=1) in int)
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0:? 'd' (layout( location=2) in int)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 106
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 88 92 95 98
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 15 "@PixelShaderFunction(vf4;i1;i1;"
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Name 12 "input"
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Name 13 "c"
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Name 14 "d"
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Name 86 "input"
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Name 88 "input"
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Name 90 "c"
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Name 92 "c"
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Name 94 "d"
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Name 95 "d"
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Name 98 "@entryPointOutput"
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Name 99 "param"
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Name 101 "param"
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Name 103 "param"
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Decorate 88(input) Location 0
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Decorate 92(c) Location 1
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Decorate 95(d) Location 2
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Decorate 98(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeInt 32 1
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10: TypePointer Function 9(int)
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11: TypeFunction 7(fvec4) 8(ptr) 10(ptr) 10(ptr)
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27: 6(float) Constant 1065353216
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49: 6(float) Constant 1073741824
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54: 6(float) Constant 1077936128
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61: 6(float) Constant 1082130432
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87: TypePointer Input 7(fvec4)
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88(input): 87(ptr) Variable Input
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91: TypePointer Input 9(int)
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92(c): 91(ptr) Variable Input
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95(d): 91(ptr) Variable Input
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97: TypePointer Output 7(fvec4)
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98(@entryPointOutput): 97(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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86(input): 8(ptr) Variable Function
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90(c): 10(ptr) Variable Function
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94(d): 10(ptr) Variable Function
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99(param): 8(ptr) Variable Function
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101(param): 10(ptr) Variable Function
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103(param): 10(ptr) Variable Function
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89: 7(fvec4) Load 88(input)
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Store 86(input) 89
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93: 9(int) Load 92(c)
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Store 90(c) 93
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96: 9(int) Load 95(d)
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Store 94(d) 96
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100: 7(fvec4) Load 86(input)
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Store 99(param) 100
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102: 9(int) Load 90(c)
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Store 101(param) 102
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104: 9(int) Load 94(d)
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Store 103(param) 104
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105: 7(fvec4) FunctionCall 15(@PixelShaderFunction(vf4;i1;i1;) 99(param) 101(param) 103(param)
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Store 98(@entryPointOutput) 105
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Return
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FunctionEnd
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15(@PixelShaderFunction(vf4;i1;i1;): 7(fvec4) Function None 11
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12(input): 8(ptr) FunctionParameter
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13(c): 10(ptr) FunctionParameter
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14(d): 10(ptr) FunctionParameter
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16: Label
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17: 9(int) Load 13(c)
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SelectionMerge 19 None
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Switch 17 18
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18: Label
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Branch 19
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19: Label
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22: 9(int) Load 13(c)
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SelectionMerge 25 None
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Switch 22 25
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case 1: 23
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case 2: 24
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23: Label
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26: 7(fvec4) Load 12(input)
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28: 7(fvec4) CompositeConstruct 27 27 27 27
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29: 7(fvec4) FAdd 26 28
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Store 12(input) 29
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Branch 25
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24: Label
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31: 7(fvec4) Load 12(input)
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32: 7(fvec4) CompositeConstruct 27 27 27 27
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33: 7(fvec4) FSub 31 32
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Store 12(input) 33
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Branch 25
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25: Label
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36: 9(int) Load 13(c)
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SelectionMerge 40 None
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Switch 36 39
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case 1: 37
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case 2: 38
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39: Label
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62: 7(fvec4) Load 12(input)
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63: 7(fvec4) CompositeConstruct 61 61 61 61
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64: 7(fvec4) FAdd 62 63
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Store 12(input) 64
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Branch 40
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37: Label
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41: 7(fvec4) Load 12(input)
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42: 7(fvec4) CompositeConstruct 27 27 27 27
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43: 7(fvec4) FAdd 41 42
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Store 12(input) 43
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Branch 40
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38: Label
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45: 9(int) Load 14(d)
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SelectionMerge 48 None
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Switch 45 48
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case 2: 46
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case 3: 47
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46: Label
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50: 7(fvec4) Load 12(input)
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51: 7(fvec4) CompositeConstruct 49 49 49 49
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52: 7(fvec4) FAdd 50 51
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Store 12(input) 52
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Branch 48
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47: Label
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55: 7(fvec4) Load 12(input)
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56: 7(fvec4) CompositeConstruct 54 54 54 54
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57: 7(fvec4) FAdd 55 56
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Store 12(input) 57
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Branch 48
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48: Label
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Branch 40
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40: Label
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66: 9(int) Load 13(c)
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SelectionMerge 68 None
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Switch 66 68
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case 1: 67
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67: Label
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Branch 68
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68: Label
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71: 9(int) Load 13(c)
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SelectionMerge 74 None
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Switch 71 74
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case 1: 72
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case 2: 72
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case 3: 72
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case 4: 73
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case 5: 73
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72: Label
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75: 7(fvec4) Load 12(input)
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76: 7(fvec4) CompositeConstruct 27 27 27 27
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77: 7(fvec4) FAdd 75 76
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Store 12(input) 77
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Branch 74
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73: Label
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79: 7(fvec4) Load 12(input)
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80: 7(fvec4) CompositeConstruct 27 27 27 27
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81: 7(fvec4) FSub 79 80
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Store 12(input) 81
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Branch 74
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74: Label
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83: 7(fvec4) Load 12(input)
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ReturnValue 83
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FunctionEnd
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