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https://github.com/RPCS3/glslang.git
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334 lines
13 KiB
Plaintext
Executable File
334 lines
13 KiB
Plaintext
Executable File
hlsl.boolConv.vert
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Shader version: 500
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0:? Sequence
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0:1 Sequence
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0:1 move second child to first child ( temp bool)
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0:1 'b' ( global bool)
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0:1 Constant:
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0:1 true (const bool)
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0:3 Function Definition: @main( ( temp 4-component vector of float)
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0:3 Function Parameters:
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0:? Sequence
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0:4 Sequence
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0:4 move second child to first child ( temp int)
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0:4 'r' ( temp int)
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0:4 Constant:
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0:4 0 (const int)
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0:6 add second child into first child ( temp int)
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0:6 'r' ( temp int)
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0:6 add ( temp int)
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0:6 Convert bool to int ( temp int)
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0:6 'a' ( global bool)
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0:6 Convert bool to int ( temp int)
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0:6 'b' ( global bool)
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0:7 add second child into first child ( temp int)
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0:7 'r' ( temp int)
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0:7 subtract ( temp int)
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0:7 Convert bool to int ( temp int)
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0:7 'a' ( global bool)
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0:7 Convert bool to int ( temp int)
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0:7 'b' ( global bool)
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0:8 add second child into first child ( temp int)
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0:8 'r' ( temp int)
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0:8 component-wise multiply ( temp int)
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0:8 Convert bool to int ( temp int)
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0:8 'a' ( global bool)
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0:8 Convert bool to int ( temp int)
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0:8 'b' ( global bool)
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0:9 add second child into first child ( temp int)
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0:9 'r' ( temp int)
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0:9 divide ( temp int)
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0:9 Convert bool to int ( temp int)
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0:9 'a' ( global bool)
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0:9 Convert bool to int ( temp int)
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0:9 'b' ( global bool)
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0:10 add second child into first child ( temp int)
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0:10 'r' ( temp int)
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0:10 mod ( temp int)
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0:10 Convert bool to int ( temp int)
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0:10 'a' ( global bool)
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0:10 Convert bool to int ( temp int)
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0:10 'b' ( global bool)
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0:12 add second child into first child ( temp int)
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0:12 'r' ( temp int)
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0:12 bitwise and ( temp int)
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0:12 Convert bool to int ( temp int)
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0:12 'a' ( global bool)
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0:12 Convert bool to int ( temp int)
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0:12 'b' ( global bool)
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0:13 add second child into first child ( temp int)
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0:13 'r' ( temp int)
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0:13 inclusive-or ( temp int)
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0:13 Convert bool to int ( temp int)
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0:13 'a' ( global bool)
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0:13 Convert bool to int ( temp int)
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0:13 'b' ( global bool)
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0:14 add second child into first child ( temp int)
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0:14 'r' ( temp int)
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0:14 exclusive-or ( temp int)
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0:14 Convert bool to int ( temp int)
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0:14 'a' ( global bool)
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0:14 Convert bool to int ( temp int)
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0:14 'b' ( global bool)
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0:16 add second child into first child ( temp int)
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0:16 'r' ( temp int)
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0:16 left-shift ( temp int)
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0:16 Convert bool to int ( temp int)
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0:16 'a' ( global bool)
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0:16 Convert bool to int ( temp int)
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0:16 'b' ( global bool)
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0:17 add second child into first child ( temp int)
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0:17 'r' ( temp int)
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0:17 right-shift ( temp int)
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0:17 Convert bool to int ( temp int)
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0:17 'a' ( global bool)
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0:17 Convert bool to int ( temp int)
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0:17 'b' ( global bool)
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0:19 Branch: Return with expression
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0:19 Construct vec4 ( temp 4-component vector of float)
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0:19 Convert int to float ( temp float)
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0:19 'r' ( temp int)
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0:3 Function Definition: main( ( temp void)
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0:3 Function Parameters:
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0:? Sequence
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0:3 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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0:3 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' ( global bool)
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0:? 'b' ( global bool)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:1 Sequence
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0:1 move second child to first child ( temp bool)
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0:1 'b' ( global bool)
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0:1 Constant:
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0:1 true (const bool)
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0:3 Function Definition: @main( ( temp 4-component vector of float)
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0:3 Function Parameters:
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0:? Sequence
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0:4 Sequence
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0:4 move second child to first child ( temp int)
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0:4 'r' ( temp int)
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0:4 Constant:
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0:4 0 (const int)
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0:6 add second child into first child ( temp int)
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0:6 'r' ( temp int)
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0:6 add ( temp int)
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0:6 Convert bool to int ( temp int)
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0:6 'a' ( global bool)
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0:6 Convert bool to int ( temp int)
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0:6 'b' ( global bool)
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0:7 add second child into first child ( temp int)
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0:7 'r' ( temp int)
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0:7 subtract ( temp int)
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0:7 Convert bool to int ( temp int)
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0:7 'a' ( global bool)
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0:7 Convert bool to int ( temp int)
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0:7 'b' ( global bool)
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0:8 add second child into first child ( temp int)
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0:8 'r' ( temp int)
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0:8 component-wise multiply ( temp int)
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0:8 Convert bool to int ( temp int)
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0:8 'a' ( global bool)
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0:8 Convert bool to int ( temp int)
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0:8 'b' ( global bool)
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0:9 add second child into first child ( temp int)
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0:9 'r' ( temp int)
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0:9 divide ( temp int)
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0:9 Convert bool to int ( temp int)
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0:9 'a' ( global bool)
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0:9 Convert bool to int ( temp int)
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0:9 'b' ( global bool)
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0:10 add second child into first child ( temp int)
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0:10 'r' ( temp int)
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0:10 mod ( temp int)
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0:10 Convert bool to int ( temp int)
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0:10 'a' ( global bool)
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0:10 Convert bool to int ( temp int)
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0:10 'b' ( global bool)
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0:12 add second child into first child ( temp int)
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0:12 'r' ( temp int)
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0:12 bitwise and ( temp int)
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0:12 Convert bool to int ( temp int)
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0:12 'a' ( global bool)
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0:12 Convert bool to int ( temp int)
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0:12 'b' ( global bool)
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0:13 add second child into first child ( temp int)
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0:13 'r' ( temp int)
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0:13 inclusive-or ( temp int)
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0:13 Convert bool to int ( temp int)
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0:13 'a' ( global bool)
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0:13 Convert bool to int ( temp int)
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0:13 'b' ( global bool)
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0:14 add second child into first child ( temp int)
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0:14 'r' ( temp int)
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0:14 exclusive-or ( temp int)
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0:14 Convert bool to int ( temp int)
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0:14 'a' ( global bool)
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0:14 Convert bool to int ( temp int)
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0:14 'b' ( global bool)
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0:16 add second child into first child ( temp int)
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0:16 'r' ( temp int)
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0:16 left-shift ( temp int)
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0:16 Convert bool to int ( temp int)
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0:16 'a' ( global bool)
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0:16 Convert bool to int ( temp int)
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0:16 'b' ( global bool)
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0:17 add second child into first child ( temp int)
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0:17 'r' ( temp int)
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0:17 right-shift ( temp int)
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0:17 Convert bool to int ( temp int)
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0:17 'a' ( global bool)
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0:17 Convert bool to int ( temp int)
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0:17 'b' ( global bool)
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0:19 Branch: Return with expression
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0:19 Construct vec4 ( temp 4-component vector of float)
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0:19 Convert int to float ( temp float)
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0:19 'r' ( temp int)
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0:3 Function Definition: main( ( temp void)
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0:3 Function Parameters:
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0:? Sequence
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0:3 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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0:3 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' ( global bool)
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0:? 'b' ( global bool)
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0:? '@entryPointOutput' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80003
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// Id's are bound by 99
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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 Vertex 4 "main" 97
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Source HLSL 500
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Name 4 "main"
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Name 9 "@main("
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Name 13 "b"
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Name 17 "r"
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Name 19 "a"
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Name 97 "@entryPointOutput"
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Decorate 97(@entryPointOutput) BuiltIn Position
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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: TypeFunction 7(fvec4)
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11: TypeBool
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12: TypePointer Private 11(bool)
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13(b): 12(ptr) Variable Private
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14: 11(bool) ConstantTrue
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15: TypeInt 32 1
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16: TypePointer Function 15(int)
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18: 15(int) Constant 0
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19(a): 12(ptr) Variable Private
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21: 15(int) Constant 1
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96: TypePointer Output 7(fvec4)
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97(@entryPointOutput): 96(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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Store 13(b) 14
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98: 7(fvec4) FunctionCall 9(@main()
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Store 97(@entryPointOutput) 98
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Return
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FunctionEnd
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9(@main(): 7(fvec4) Function None 8
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10: Label
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17(r): 16(ptr) Variable Function
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Store 17(r) 18
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20: 11(bool) Load 19(a)
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22: 15(int) Select 20 21 18
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23: 11(bool) Load 13(b)
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24: 15(int) Select 23 21 18
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25: 15(int) IAdd 22 24
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26: 15(int) Load 17(r)
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27: 15(int) IAdd 26 25
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Store 17(r) 27
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28: 11(bool) Load 19(a)
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29: 15(int) Select 28 21 18
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30: 11(bool) Load 13(b)
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31: 15(int) Select 30 21 18
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32: 15(int) ISub 29 31
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33: 15(int) Load 17(r)
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34: 15(int) IAdd 33 32
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Store 17(r) 34
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35: 11(bool) Load 19(a)
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36: 15(int) Select 35 21 18
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37: 11(bool) Load 13(b)
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38: 15(int) Select 37 21 18
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39: 15(int) IMul 36 38
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40: 15(int) Load 17(r)
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41: 15(int) IAdd 40 39
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Store 17(r) 41
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42: 11(bool) Load 19(a)
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43: 15(int) Select 42 21 18
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44: 11(bool) Load 13(b)
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45: 15(int) Select 44 21 18
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46: 15(int) SDiv 43 45
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47: 15(int) Load 17(r)
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48: 15(int) IAdd 47 46
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Store 17(r) 48
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49: 11(bool) Load 19(a)
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50: 15(int) Select 49 21 18
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51: 11(bool) Load 13(b)
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52: 15(int) Select 51 21 18
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53: 15(int) SMod 50 52
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54: 15(int) Load 17(r)
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55: 15(int) IAdd 54 53
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Store 17(r) 55
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56: 11(bool) Load 19(a)
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57: 15(int) Select 56 21 18
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58: 11(bool) Load 13(b)
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59: 15(int) Select 58 21 18
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60: 15(int) BitwiseAnd 57 59
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61: 15(int) Load 17(r)
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62: 15(int) IAdd 61 60
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Store 17(r) 62
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63: 11(bool) Load 19(a)
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64: 15(int) Select 63 21 18
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65: 11(bool) Load 13(b)
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66: 15(int) Select 65 21 18
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67: 15(int) BitwiseOr 64 66
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68: 15(int) Load 17(r)
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69: 15(int) IAdd 68 67
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Store 17(r) 69
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70: 11(bool) Load 19(a)
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71: 15(int) Select 70 21 18
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72: 11(bool) Load 13(b)
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73: 15(int) Select 72 21 18
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74: 15(int) BitwiseXor 71 73
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75: 15(int) Load 17(r)
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76: 15(int) IAdd 75 74
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Store 17(r) 76
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77: 11(bool) Load 19(a)
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78: 15(int) Select 77 21 18
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79: 11(bool) Load 13(b)
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80: 15(int) Select 79 21 18
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81: 15(int) ShiftLeftLogical 78 80
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82: 15(int) Load 17(r)
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83: 15(int) IAdd 82 81
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Store 17(r) 83
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84: 11(bool) Load 19(a)
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85: 15(int) Select 84 21 18
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86: 11(bool) Load 13(b)
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87: 15(int) Select 86 21 18
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88: 15(int) ShiftRightArithmetic 85 87
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89: 15(int) Load 17(r)
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90: 15(int) IAdd 89 88
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Store 17(r) 90
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91: 15(int) Load 17(r)
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92: 6(float) ConvertSToF 91
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93: 7(fvec4) CompositeConstruct 92 92 92 92
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ReturnValue 93
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FunctionEnd
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