glslang/Test/baseResults/hlsl.conditional.frag.out
Dawid-Lorenz-Mobica a94c5ff864 HLSL: support binary literals
Fixes #3089
2023-12-11 20:03:16 +00:00

964 lines
50 KiB
Plaintext

hlsl.conditional.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
0:8 Function Parameters:
0:? Sequence
0:12 Branch: Return with expression
0:11 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:9 add ( temp 4-component vector of float)
0:9 mix ( temp 4-component vector of float)
0:9 f4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 2 (const uint)
0:9 t4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 1 (const uint)
0:9 Convert float to bool ( temp 4-component vector of bool)
0:9 c4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 0 (const uint)
0:10 mix ( temp 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 f: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 4 (const uint)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 t: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 3 (const uint)
0:10 Convert float to bool ( temp 4-component vector of bool)
0:10 c4: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 0 (const uint)
0:11 mix ( temp 4-component vector of float)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 2 (const uint)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 1 (const uint)
0:11 Compare Less Than ( temp 4-component vector of bool)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 1 (const uint)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 2 (const uint)
0:12 mix ( temp 4-component vector of float)
0:12 f4: direct index for structure ( uniform 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 2 (const uint)
0:12 Construct vec4 ( temp 4-component vector of float)
0:12 t: direct index for structure ( uniform float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 3 (const uint)
0:12 Convert float to bool ( temp 4-component vector of bool)
0:12 c4: direct index for structure ( uniform 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 0 (const uint)
0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
0:16 Function Parameters:
0:? Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'ret' ( temp 4-component vector of float)
0:17 Test condition and select ( temp 4-component vector of float): no shortcircuit
0:17 Condition
0:17 Compare Not Equal ( temp bool)
0:17 t: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 3 (const uint)
0:17 f: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 4 (const uint)
0:17 true case
0:17 vector-scale ( temp 4-component vector of float)
0:17 t: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 3 (const uint)
0:17 f4: direct index for structure ( uniform 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 2 (const uint)
0:17 false case
0:17 Constant:
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:18 Branch: Return with expression
0:18 'ret' ( temp 4-component vector of float)
0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:22 Function Parameters:
0:22 'cnd' ( in 2-component vector of bool)
0:22 'src0' ( in 2-component vector of float)
0:22 'src1' ( in 2-component vector of float)
0:? Sequence
0:23 Branch: Return with expression
0:23 mix ( temp 2-component vector of float)
0:23 'src1' ( in 2-component vector of float)
0:23 'src0' ( in 2-component vector of float)
0:23 'cnd' ( in 2-component vector of bool)
0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:27 Function Parameters:
0:27 'input' ( in 4-component vector of float)
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'a' ( temp int)
0:28 Constant:
0:28 5 (const int)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'b' ( temp int)
0:29 Constant:
0:29 6 (const int)
0:30 Sequence
0:30 move second child to first child ( temp int)
0:30 'c' ( temp int)
0:30 Constant:
0:30 7 (const int)
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'd' ( temp int)
0:31 Constant:
0:31 7 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'ret' ( temp 4-component vector of float)
0:34 add ( temp 4-component vector of float)
0:33 add ( temp 4-component vector of float)
0:32 add ( temp 4-component vector of float)
0:32 vector-scale ( temp 4-component vector of float)
0:32 Convert int to float ( temp float)
0:32 'a' ( temp int)
0:32 'input' ( in 4-component vector of float)
0:33 vector-scale ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
0:33 'b' ( temp int)
0:33 'input' ( in 4-component vector of float)
0:34 vector-scale ( temp 4-component vector of float)
0:34 Convert int to float ( temp float)
0:34 'c' ( temp int)
0:34 'input' ( in 4-component vector of float)
0:35 vector-scale ( temp 4-component vector of float)
0:35 Convert int to float ( temp float)
0:35 'd' ( temp int)
0:35 'input' ( in 4-component vector of float)
0:37 Comma ( temp int)
0:37 move second child to first child ( temp int)
0:37 'e' ( temp int)
0:37 move second child to first child ( temp int)
0:37 'a' ( temp int)
0:37 Test condition and select ( temp int): no shortcircuit
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'b' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'c' ( temp int)
0:37 'd' ( temp int)
0:37 false case
0:37 Constant:
0:37 10 (const int)
0:37 move second child to first child ( temp int)
0:37 'b' ( temp int)
0:37 Test condition and select ( temp int): no shortcircuit
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'a' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'd' ( temp int)
0:37 'c' ( temp int)
0:37 false case
0:37 Constant:
0:37 11 (const int)
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'f' ( temp 4-component vector of float)
0:39 Test condition and select ( temp 4-component vector of float): no shortcircuit
0:39 Condition
0:39 Compare Less Than ( temp bool)
0:39 direct index ( temp float)
0:39 'ret' ( temp 4-component vector of float)
0:39 Constant:
0:39 0 (const int)
0:39 direct index ( temp float)
0:39 'input' ( in 4-component vector of float)
0:39 Constant:
0:39 1 (const int)
0:39 true case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'c' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:39 false case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'd' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:40 Sequence
0:40 move second child to first child ( temp uint)
0:40 'g' ( temp uint)
0:40 Test condition and select ( temp uint): no shortcircuit
0:40 Condition
0:40 Compare Greater Than ( temp bool)
0:40 Convert int to float ( temp float)
0:40 'd' ( temp int)
0:40 Constant:
0:40 0.000000
0:40 true case
0:40 Constant:
0:40 21 (const uint)
0:40 false case
0:40 Constant:
0:40 0 (const uint)
0:41 Sequence
0:41 move second child to first child ( temp uint)
0:41 'h' ( temp uint)
0:41 Test condition and select ( temp uint): no shortcircuit
0:41 Condition
0:41 Compare Greater Than ( temp bool)
0:41 Convert uint to float ( temp float)
0:41 'g' ( temp uint)
0:41 Constant:
0:41 0.000000
0:41 true case
0:41 Constant:
0:41 63 (const uint)
0:41 false case
0:41 Constant:
0:41 0 (const uint)
0:42 Sequence
0:42 move second child to first child ( temp uint)
0:42 'i' ( temp uint)
0:42 Test condition and select ( temp uint): no shortcircuit
0:42 Condition
0:42 Compare Greater Than ( temp bool)
0:42 Convert uint to float ( temp float)
0:42 'h' ( temp uint)
0:42 Constant:
0:42 0.000000
0:42 true case
0:42 Constant:
0:42 5 (const uint)
0:42 false case
0:42 Constant:
0:42 1 (const uint)
0:43 Sequence
0:43 move second child to first child ( temp uint)
0:43 'j' ( temp uint)
0:43 Convert int to uint ( temp uint)
0:43 Test condition and select ( temp int): no shortcircuit
0:43 Condition
0:43 Compare Greater Than ( temp bool)
0:43 Convert uint to float ( temp float)
0:43 'i' ( temp uint)
0:43 Constant:
0:43 0.000000
0:43 true case
0:43 Constant:
0:43 43981 (const int)
0:43 false case
0:43 Constant:
0:43 48346 (const int)
0:45 Branch: Return with expression
0:44 add ( temp 4-component vector of float)
0:44 add ( temp 4-component vector of float)
0:44 add ( temp 4-component vector of float)
0:44 add ( temp 4-component vector of float)
0:44 vector-scale ( temp 4-component vector of float)
0:44 Convert int to float ( temp float)
0:44 'e' ( temp int)
0:44 'ret' ( temp 4-component vector of float)
0:44 'f' ( temp 4-component vector of float)
0:44 Function Call: vectorCond( ( temp 4-component vector of float)
0:44 Function Call: scalarCond( ( temp 4-component vector of float)
0:45 Construct vec4 ( temp 4-component vector of float)
0:45 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:45 Constant:
0:45 true (const bool)
0:45 false (const bool)
0:45 Constant:
0:45 1.000000
0:45 2.000000
0:45 Constant:
0:45 3.000000
0:45 4.000000
0:45 Constant:
0:45 10.000000
0:45 Constant:
0:45 10.000000
0:27 Function Definition: PixelShaderFunction( ( temp void)
0:27 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:27 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
0:8 Function Parameters:
0:? Sequence
0:12 Branch: Return with expression
0:11 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:9 add ( temp 4-component vector of float)
0:9 mix ( temp 4-component vector of float)
0:9 f4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 2 (const uint)
0:9 t4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 1 (const uint)
0:9 Convert float to bool ( temp 4-component vector of bool)
0:9 c4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 0 (const uint)
0:10 mix ( temp 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 f: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 4 (const uint)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 t: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 3 (const uint)
0:10 Convert float to bool ( temp 4-component vector of bool)
0:10 c4: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 0 (const uint)
0:11 mix ( temp 4-component vector of float)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 2 (const uint)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 1 (const uint)
0:11 Compare Less Than ( temp 4-component vector of bool)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 1 (const uint)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:11 Constant:
0:11 2 (const uint)
0:12 mix ( temp 4-component vector of float)
0:12 f4: direct index for structure ( uniform 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 2 (const uint)
0:12 Construct vec4 ( temp 4-component vector of float)
0:12 t: direct index for structure ( uniform float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 3 (const uint)
0:12 Convert float to bool ( temp 4-component vector of bool)
0:12 c4: direct index for structure ( uniform 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:12 Constant:
0:12 0 (const uint)
0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
0:16 Function Parameters:
0:? Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'ret' ( temp 4-component vector of float)
0:17 Test condition and select ( temp 4-component vector of float): no shortcircuit
0:17 Condition
0:17 Compare Not Equal ( temp bool)
0:17 t: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 3 (const uint)
0:17 f: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 4 (const uint)
0:17 true case
0:17 vector-scale ( temp 4-component vector of float)
0:17 t: direct index for structure ( uniform float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 3 (const uint)
0:17 f4: direct index for structure ( uniform 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:17 Constant:
0:17 2 (const uint)
0:17 false case
0:17 Constant:
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:18 Branch: Return with expression
0:18 'ret' ( temp 4-component vector of float)
0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:22 Function Parameters:
0:22 'cnd' ( in 2-component vector of bool)
0:22 'src0' ( in 2-component vector of float)
0:22 'src1' ( in 2-component vector of float)
0:? Sequence
0:23 Branch: Return with expression
0:23 mix ( temp 2-component vector of float)
0:23 'src1' ( in 2-component vector of float)
0:23 'src0' ( in 2-component vector of float)
0:23 'cnd' ( in 2-component vector of bool)
0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:27 Function Parameters:
0:27 'input' ( in 4-component vector of float)
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'a' ( temp int)
0:28 Constant:
0:28 5 (const int)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'b' ( temp int)
0:29 Constant:
0:29 6 (const int)
0:30 Sequence
0:30 move second child to first child ( temp int)
0:30 'c' ( temp int)
0:30 Constant:
0:30 7 (const int)
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'd' ( temp int)
0:31 Constant:
0:31 7 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'ret' ( temp 4-component vector of float)
0:34 add ( temp 4-component vector of float)
0:33 add ( temp 4-component vector of float)
0:32 add ( temp 4-component vector of float)
0:32 vector-scale ( temp 4-component vector of float)
0:32 Convert int to float ( temp float)
0:32 'a' ( temp int)
0:32 'input' ( in 4-component vector of float)
0:33 vector-scale ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
0:33 'b' ( temp int)
0:33 'input' ( in 4-component vector of float)
0:34 vector-scale ( temp 4-component vector of float)
0:34 Convert int to float ( temp float)
0:34 'c' ( temp int)
0:34 'input' ( in 4-component vector of float)
0:35 vector-scale ( temp 4-component vector of float)
0:35 Convert int to float ( temp float)
0:35 'd' ( temp int)
0:35 'input' ( in 4-component vector of float)
0:37 Comma ( temp int)
0:37 move second child to first child ( temp int)
0:37 'e' ( temp int)
0:37 move second child to first child ( temp int)
0:37 'a' ( temp int)
0:37 Test condition and select ( temp int): no shortcircuit
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'b' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'c' ( temp int)
0:37 'd' ( temp int)
0:37 false case
0:37 Constant:
0:37 10 (const int)
0:37 move second child to first child ( temp int)
0:37 'b' ( temp int)
0:37 Test condition and select ( temp int): no shortcircuit
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'a' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'd' ( temp int)
0:37 'c' ( temp int)
0:37 false case
0:37 Constant:
0:37 11 (const int)
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'f' ( temp 4-component vector of float)
0:39 Test condition and select ( temp 4-component vector of float): no shortcircuit
0:39 Condition
0:39 Compare Less Than ( temp bool)
0:39 direct index ( temp float)
0:39 'ret' ( temp 4-component vector of float)
0:39 Constant:
0:39 0 (const int)
0:39 direct index ( temp float)
0:39 'input' ( in 4-component vector of float)
0:39 Constant:
0:39 1 (const int)
0:39 true case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'c' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:39 false case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'd' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:40 Sequence
0:40 move second child to first child ( temp uint)
0:40 'g' ( temp uint)
0:40 Test condition and select ( temp uint): no shortcircuit
0:40 Condition
0:40 Compare Greater Than ( temp bool)
0:40 Convert int to float ( temp float)
0:40 'd' ( temp int)
0:40 Constant:
0:40 0.000000
0:40 true case
0:40 Constant:
0:40 21 (const uint)
0:40 false case
0:40 Constant:
0:40 0 (const uint)
0:41 Sequence
0:41 move second child to first child ( temp uint)
0:41 'h' ( temp uint)
0:41 Test condition and select ( temp uint): no shortcircuit
0:41 Condition
0:41 Compare Greater Than ( temp bool)
0:41 Convert uint to float ( temp float)
0:41 'g' ( temp uint)
0:41 Constant:
0:41 0.000000
0:41 true case
0:41 Constant:
0:41 63 (const uint)
0:41 false case
0:41 Constant:
0:41 0 (const uint)
0:42 Sequence
0:42 move second child to first child ( temp uint)
0:42 'i' ( temp uint)
0:42 Test condition and select ( temp uint): no shortcircuit
0:42 Condition
0:42 Compare Greater Than ( temp bool)
0:42 Convert uint to float ( temp float)
0:42 'h' ( temp uint)
0:42 Constant:
0:42 0.000000
0:42 true case
0:42 Constant:
0:42 5 (const uint)
0:42 false case
0:42 Constant:
0:42 1 (const uint)
0:43 Sequence
0:43 move second child to first child ( temp uint)
0:43 'j' ( temp uint)
0:43 Convert int to uint ( temp uint)
0:43 Test condition and select ( temp int): no shortcircuit
0:43 Condition
0:43 Compare Greater Than ( temp bool)
0:43 Convert uint to float ( temp float)
0:43 'i' ( temp uint)
0:43 Constant:
0:43 0.000000
0:43 true case
0:43 Constant:
0:43 43981 (const int)
0:43 false case
0:43 Constant:
0:43 48346 (const int)
0:45 Branch: Return with expression
0:44 add ( temp 4-component vector of float)
0:44 add ( temp 4-component vector of float)
0:44 add ( temp 4-component vector of float)
0:44 add ( temp 4-component vector of float)
0:44 vector-scale ( temp 4-component vector of float)
0:44 Convert int to float ( temp float)
0:44 'e' ( temp int)
0:44 'ret' ( temp 4-component vector of float)
0:44 'f' ( temp 4-component vector of float)
0:44 Function Call: vectorCond( ( temp 4-component vector of float)
0:44 Function Call: scalarCond( ( temp 4-component vector of float)
0:45 Construct vec4 ( temp 4-component vector of float)
0:45 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:45 Constant:
0:45 true (const bool)
0:45 false (const bool)
0:45 Constant:
0:45 1.000000
0:45 2.000000
0:45 Constant:
0:45 3.000000
0:45 4.000000
0:45 Constant:
0:45 10.000000
0:45 Constant:
0:45 10.000000
0:27 Function Definition: PixelShaderFunction( ( temp void)
0:27 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:27 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 233
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 226 229
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 9 "vectorCond("
Name 11 "scalarCond("
Name 22 "fbSelect(vb2;vf2;vf2;"
Name 19 "cnd"
Name 20 "src0"
Name 21 "src1"
Name 27 "@PixelShaderFunction(vf4;"
Name 26 "input"
Name 29 "$Global"
MemberName 29($Global) 0 "c4"
MemberName 29($Global) 1 "t4"
MemberName 29($Global) 2 "f4"
MemberName 29($Global) 3 "t"
MemberName 29($Global) 4 "f"
Name 31 ""
Name 85 "ret"
Name 110 "a"
Name 112 "b"
Name 114 "c"
Name 116 "d"
Name 117 "ret"
Name 137 "e"
Name 150 "f"
Name 169 "g"
Name 175 "h"
Name 181 "i"
Name 187 "j"
Name 213 "param"
Name 214 "param"
Name 215 "param"
Name 224 "input"
Name 226 "input"
Name 229 "@entryPointOutput"
Name 230 "param"
MemberDecorate 29($Global) 0 Offset 0
MemberDecorate 29($Global) 1 Offset 16
MemberDecorate 29($Global) 2 Offset 32
MemberDecorate 29($Global) 3 Offset 48
MemberDecorate 29($Global) 4 Offset 52
Decorate 29($Global) Block
Decorate 31 DescriptorSet 0
Decorate 31 Binding 0
Decorate 226(input) Location 0
Decorate 229(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
13: TypeBool
14: TypeVector 13(bool) 2
15: TypePointer Function 14(bvec2)
16: TypeVector 6(float) 2
17: TypePointer Function 16(fvec2)
18: TypeFunction 16(fvec2) 15(ptr) 17(ptr) 17(ptr)
24: TypePointer Function 7(fvec4)
25: TypeFunction 7(fvec4) 24(ptr)
29($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float)
30: TypePointer Uniform 29($Global)
31: 30(ptr) Variable Uniform
32: TypeInt 32 1
33: 32(int) Constant 2
34: TypePointer Uniform 7(fvec4)
37: 32(int) Constant 1
40: 32(int) Constant 0
43: TypeVector 13(bool) 4
44: 6(float) Constant 0
45: 7(fvec4) ConstantComposite 44 44 44 44
48: 32(int) Constant 4
49: TypePointer Uniform 6(float)
53: 32(int) Constant 3
96: 6(float) Constant 1065353216
97: 7(fvec4) ConstantComposite 96 96 96 96
109: TypePointer Function 32(int)
111: 32(int) Constant 5
113: 32(int) Constant 6
115: 32(int) Constant 7
139: TypeInt 32 0
140: 139(int) Constant 0
143: 32(int) Constant 10
148: 32(int) Constant 11
151: TypePointer Function 6(float)
154: 139(int) Constant 1
168: TypePointer Function 139(int)
173: 139(int) Constant 21
179: 139(int) Constant 63
185: 139(int) Constant 5
191: 32(int) Constant 43981
192: 32(int) Constant 48346
205: 13(bool) ConstantTrue
206: 13(bool) ConstantFalse
207: 14(bvec2) ConstantComposite 205 206
208: 6(float) Constant 1073741824
209: 16(fvec2) ConstantComposite 96 208
210: 6(float) Constant 1077936128
211: 6(float) Constant 1082130432
212: 16(fvec2) ConstantComposite 210 211
217: 6(float) Constant 1092616192
225: TypePointer Input 7(fvec4)
226(input): 225(ptr) Variable Input
228: TypePointer Output 7(fvec4)
229(@entryPointOutput): 228(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
224(input): 24(ptr) Variable Function
230(param): 24(ptr) Variable Function
227: 7(fvec4) Load 226(input)
Store 224(input) 227
231: 7(fvec4) Load 224(input)
Store 230(param) 231
232: 7(fvec4) FunctionCall 27(@PixelShaderFunction(vf4;) 230(param)
Store 229(@entryPointOutput) 232
Return
FunctionEnd
9(vectorCond(): 7(fvec4) Function None 8
10: Label
35: 34(ptr) AccessChain 31 33
36: 7(fvec4) Load 35
38: 34(ptr) AccessChain 31 37
39: 7(fvec4) Load 38
41: 34(ptr) AccessChain 31 40
42: 7(fvec4) Load 41
46: 43(bvec4) FUnordNotEqual 42 45
47: 7(fvec4) Select 46 39 36
50: 49(ptr) AccessChain 31 48
51: 6(float) Load 50
52: 7(fvec4) CompositeConstruct 51 51 51 51
54: 49(ptr) AccessChain 31 53
55: 6(float) Load 54
56: 7(fvec4) CompositeConstruct 55 55 55 55
57: 34(ptr) AccessChain 31 40
58: 7(fvec4) Load 57
59: 43(bvec4) FUnordNotEqual 58 45
60: 7(fvec4) Select 59 56 52
61: 7(fvec4) FAdd 47 60
62: 34(ptr) AccessChain 31 33
63: 7(fvec4) Load 62
64: 34(ptr) AccessChain 31 37
65: 7(fvec4) Load 64
66: 34(ptr) AccessChain 31 37
67: 7(fvec4) Load 66
68: 34(ptr) AccessChain 31 33
69: 7(fvec4) Load 68
70: 43(bvec4) FOrdLessThan 67 69
71: 7(fvec4) Select 70 65 63
72: 7(fvec4) FAdd 61 71
73: 34(ptr) AccessChain 31 33
74: 7(fvec4) Load 73
75: 49(ptr) AccessChain 31 53
76: 6(float) Load 75
77: 7(fvec4) CompositeConstruct 76 76 76 76
78: 34(ptr) AccessChain 31 40
79: 7(fvec4) Load 78
80: 43(bvec4) FUnordNotEqual 79 45
81: 7(fvec4) Select 80 77 74
82: 7(fvec4) FAdd 72 81
ReturnValue 82
FunctionEnd
11(scalarCond(): 7(fvec4) Function None 8
12: Label
85(ret): 24(ptr) Variable Function
86: 49(ptr) AccessChain 31 53
87: 6(float) Load 86
88: 49(ptr) AccessChain 31 48
89: 6(float) Load 88
90: 13(bool) FUnordNotEqual 87 89
91: 49(ptr) AccessChain 31 53
92: 6(float) Load 91
93: 34(ptr) AccessChain 31 33
94: 7(fvec4) Load 93
95: 7(fvec4) VectorTimesScalar 94 92
98: 43(bvec4) CompositeConstruct 90 90 90 90
99: 7(fvec4) Select 98 95 97
Store 85(ret) 99
100: 7(fvec4) Load 85(ret)
ReturnValue 100
FunctionEnd
22(fbSelect(vb2;vf2;vf2;): 16(fvec2) Function None 18
19(cnd): 15(ptr) FunctionParameter
20(src0): 17(ptr) FunctionParameter
21(src1): 17(ptr) FunctionParameter
23: Label
103: 16(fvec2) Load 21(src1)
104: 16(fvec2) Load 20(src0)
105: 14(bvec2) Load 19(cnd)
106: 16(fvec2) Select 105 104 103
ReturnValue 106
FunctionEnd
27(@PixelShaderFunction(vf4;): 7(fvec4) Function None 25
26(input): 24(ptr) FunctionParameter
28: Label
110(a): 109(ptr) Variable Function
112(b): 109(ptr) Variable Function
114(c): 109(ptr) Variable Function
116(d): 109(ptr) Variable Function
117(ret): 24(ptr) Variable Function
137(e): 109(ptr) Variable Function
150(f): 24(ptr) Variable Function
169(g): 168(ptr) Variable Function
175(h): 168(ptr) Variable Function
181(i): 168(ptr) Variable Function
187(j): 168(ptr) Variable Function
213(param): 15(ptr) Variable Function
214(param): 17(ptr) Variable Function
215(param): 17(ptr) Variable Function
Store 110(a) 111
Store 112(b) 113
Store 114(c) 115
Store 116(d) 115
118: 32(int) Load 110(a)
119: 6(float) ConvertSToF 118
120: 7(fvec4) Load 26(input)
121: 7(fvec4) VectorTimesScalar 120 119
122: 32(int) Load 112(b)
123: 6(float) ConvertSToF 122
124: 7(fvec4) Load 26(input)
125: 7(fvec4) VectorTimesScalar 124 123
126: 7(fvec4) FAdd 121 125
127: 32(int) Load 114(c)
128: 6(float) ConvertSToF 127
129: 7(fvec4) Load 26(input)
130: 7(fvec4) VectorTimesScalar 129 128
131: 7(fvec4) FAdd 126 130
132: 32(int) Load 116(d)
133: 6(float) ConvertSToF 132
134: 7(fvec4) Load 26(input)
135: 7(fvec4) VectorTimesScalar 134 133
136: 7(fvec4) FAdd 131 135
Store 117(ret) 136
138: 32(int) Load 112(b)
141: 13(bool) INotEqual 138 140
142: 32(int) Load 116(d)
Store 114(c) 142
144: 32(int) Select 141 142 143
Store 110(a) 144
Store 137(e) 144
145: 32(int) Load 110(a)
146: 13(bool) INotEqual 145 140
147: 32(int) Load 114(c)
Store 116(d) 147
149: 32(int) Select 146 147 148
Store 112(b) 149
152: 151(ptr) AccessChain 117(ret) 140
153: 6(float) Load 152
155: 151(ptr) AccessChain 26(input) 154
156: 6(float) Load 155
157: 13(bool) FOrdLessThan 153 156
158: 32(int) Load 114(c)
159: 6(float) ConvertSToF 158
160: 7(fvec4) Load 26(input)
161: 7(fvec4) VectorTimesScalar 160 159
162: 32(int) Load 116(d)
163: 6(float) ConvertSToF 162
164: 7(fvec4) Load 26(input)
165: 7(fvec4) VectorTimesScalar 164 163
166: 43(bvec4) CompositeConstruct 157 157 157 157
167: 7(fvec4) Select 166 161 165
Store 150(f) 167
170: 32(int) Load 116(d)
171: 6(float) ConvertSToF 170
172: 13(bool) FOrdGreaterThan 171 44
174: 139(int) Select 172 173 140
Store 169(g) 174
176: 139(int) Load 169(g)
177: 6(float) ConvertUToF 176
178: 13(bool) FOrdGreaterThan 177 44
180: 139(int) Select 178 179 140
Store 175(h) 180
182: 139(int) Load 175(h)
183: 6(float) ConvertUToF 182
184: 13(bool) FOrdGreaterThan 183 44
186: 139(int) Select 184 185 154
Store 181(i) 186
188: 139(int) Load 181(i)
189: 6(float) ConvertUToF 188
190: 13(bool) FOrdGreaterThan 189 44
193: 32(int) Select 190 191 192
194: 139(int) Bitcast 193
Store 187(j) 194
195: 32(int) Load 137(e)
196: 6(float) ConvertSToF 195
197: 7(fvec4) Load 117(ret)
198: 7(fvec4) VectorTimesScalar 197 196
199: 7(fvec4) Load 150(f)
200: 7(fvec4) FAdd 198 199
201: 7(fvec4) FunctionCall 9(vectorCond()
202: 7(fvec4) FAdd 200 201
203: 7(fvec4) FunctionCall 11(scalarCond()
204: 7(fvec4) FAdd 202 203
Store 213(param) 207
Store 214(param) 209
Store 215(param) 212
216: 16(fvec2) FunctionCall 22(fbSelect(vb2;vf2;vf2;) 213(param) 214(param) 215(param)
218: 6(float) CompositeExtract 216 0
219: 6(float) CompositeExtract 216 1
220: 7(fvec4) CompositeConstruct 218 219 217 217
221: 7(fvec4) FAdd 204 220
ReturnValue 221
FunctionEnd