protot/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.conditional.frag.out

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18 KiB
Plaintext
Executable File

hlsl.conditional.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' ( in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child ( temp int)
0:3 'a' ( temp int)
0:3 Constant:
0:3 5 (const int)
0:4 Sequence
0:4 move second child to first child ( temp int)
0:4 'b' ( temp int)
0:4 Constant:
0:4 6 (const int)
0:5 Sequence
0:5 move second child to first child ( temp int)
0:5 'c' ( temp int)
0:5 Constant:
0:5 7 (const int)
0:6 Sequence
0:6 move second child to first child ( temp int)
0:6 'd' ( temp int)
0:6 Constant:
0:6 7 (const int)
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'ret' ( temp 4-component vector of float)
0:9 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:7 add ( temp 4-component vector of float)
0:7 vector-scale ( temp 4-component vector of float)
0:7 Convert int to float ( temp float)
0:7 'a' ( temp int)
0:7 'input' ( in 4-component vector of float)
0:8 vector-scale ( temp 4-component vector of float)
0:8 Convert int to float ( temp float)
0:8 'b' ( temp int)
0:8 'input' ( in 4-component vector of float)
0:9 vector-scale ( temp 4-component vector of float)
0:9 Convert int to float ( temp float)
0:9 'c' ( temp int)
0:9 'input' ( in 4-component vector of float)
0:10 vector-scale ( temp 4-component vector of float)
0:10 Convert int to float ( temp float)
0:10 'd' ( temp int)
0:10 'input' ( in 4-component vector of float)
0:12 Comma ( temp int)
0:12 move second child to first child ( temp int)
0:12 'e' ( temp int)
0:12 move second child to first child ( temp int)
0:12 'a' ( temp int)
0:12 Test condition and select ( temp int)
0:12 Condition
0:12 Convert int to bool ( temp bool)
0:12 'b' ( temp int)
0:12 true case
0:12 move second child to first child ( temp int)
0:12 'c' ( temp int)
0:12 'd' ( temp int)
0:12 false case
0:12 Constant:
0:12 10 (const int)
0:12 move second child to first child ( temp int)
0:12 'b' ( temp int)
0:12 Test condition and select ( temp int)
0:12 Condition
0:12 Convert int to bool ( temp bool)
0:12 'a' ( temp int)
0:12 true case
0:12 move second child to first child ( temp int)
0:12 'd' ( temp int)
0:12 'c' ( temp int)
0:12 false case
0:12 Constant:
0:12 11 (const int)
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'f' ( temp 4-component vector of float)
0:14 Test condition and select ( temp 4-component vector of float)
0:14 Condition
0:14 Compare Less Than ( temp bool)
0:14 direct index ( temp float)
0:14 'ret' ( temp 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
0:14 direct index ( temp float)
0:14 'input' ( in 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 true case
0:14 vector-scale ( temp 4-component vector of float)
0:14 Convert int to float ( temp float)
0:14 'c' ( temp int)
0:14 'input' ( in 4-component vector of float)
0:14 false case
0:14 vector-scale ( temp 4-component vector of float)
0:14 Convert int to float ( temp float)
0:14 'd' ( temp int)
0:14 'input' ( in 4-component vector of float)
0:15 Branch: Return with expression
0:15 add ( temp 4-component vector of float)
0:15 vector-scale ( temp 4-component vector of float)
0:15 Convert int to float ( temp float)
0:15 'e' ( temp int)
0:15 'ret' ( temp 4-component vector of float)
0:15 'f' ( temp 4-component vector of float)
0:2 Function Definition: PixelShaderFunction( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 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)
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
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
0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' ( in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child ( temp int)
0:3 'a' ( temp int)
0:3 Constant:
0:3 5 (const int)
0:4 Sequence
0:4 move second child to first child ( temp int)
0:4 'b' ( temp int)
0:4 Constant:
0:4 6 (const int)
0:5 Sequence
0:5 move second child to first child ( temp int)
0:5 'c' ( temp int)
0:5 Constant:
0:5 7 (const int)
0:6 Sequence
0:6 move second child to first child ( temp int)
0:6 'd' ( temp int)
0:6 Constant:
0:6 7 (const int)
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'ret' ( temp 4-component vector of float)
0:9 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:7 add ( temp 4-component vector of float)
0:7 vector-scale ( temp 4-component vector of float)
0:7 Convert int to float ( temp float)
0:7 'a' ( temp int)
0:7 'input' ( in 4-component vector of float)
0:8 vector-scale ( temp 4-component vector of float)
0:8 Convert int to float ( temp float)
0:8 'b' ( temp int)
0:8 'input' ( in 4-component vector of float)
0:9 vector-scale ( temp 4-component vector of float)
0:9 Convert int to float ( temp float)
0:9 'c' ( temp int)
0:9 'input' ( in 4-component vector of float)
0:10 vector-scale ( temp 4-component vector of float)
0:10 Convert int to float ( temp float)
0:10 'd' ( temp int)
0:10 'input' ( in 4-component vector of float)
0:12 Comma ( temp int)
0:12 move second child to first child ( temp int)
0:12 'e' ( temp int)
0:12 move second child to first child ( temp int)
0:12 'a' ( temp int)
0:12 Test condition and select ( temp int)
0:12 Condition
0:12 Convert int to bool ( temp bool)
0:12 'b' ( temp int)
0:12 true case
0:12 move second child to first child ( temp int)
0:12 'c' ( temp int)
0:12 'd' ( temp int)
0:12 false case
0:12 Constant:
0:12 10 (const int)
0:12 move second child to first child ( temp int)
0:12 'b' ( temp int)
0:12 Test condition and select ( temp int)
0:12 Condition
0:12 Convert int to bool ( temp bool)
0:12 'a' ( temp int)
0:12 true case
0:12 move second child to first child ( temp int)
0:12 'd' ( temp int)
0:12 'c' ( temp int)
0:12 false case
0:12 Constant:
0:12 11 (const int)
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'f' ( temp 4-component vector of float)
0:14 Test condition and select ( temp 4-component vector of float)
0:14 Condition
0:14 Compare Less Than ( temp bool)
0:14 direct index ( temp float)
0:14 'ret' ( temp 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
0:14 direct index ( temp float)
0:14 'input' ( in 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 true case
0:14 vector-scale ( temp 4-component vector of float)
0:14 Convert int to float ( temp float)
0:14 'c' ( temp int)
0:14 'input' ( in 4-component vector of float)
0:14 false case
0:14 vector-scale ( temp 4-component vector of float)
0:14 Convert int to float ( temp float)
0:14 'd' ( temp int)
0:14 'input' ( in 4-component vector of float)
0:15 Branch: Return with expression
0:15 add ( temp 4-component vector of float)
0:15 vector-scale ( temp 4-component vector of float)
0:15 Convert int to float ( temp float)
0:15 'e' ( temp int)
0:15 'ret' ( temp 4-component vector of float)
0:15 'f' ( temp 4-component vector of float)
0:2 Function Definition: PixelShaderFunction( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 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)
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
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): 80001
// Id's are bound by 102
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 95 98
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 11 "@PixelShaderFunction(vf4;"
Name 10 "input"
Name 15 "a"
Name 17 "b"
Name 19 "c"
Name 21 "d"
Name 22 "ret"
Name 42 "e"
Name 64 "f"
Name 93 "input"
Name 95 "input"
Name 98 "@entryPointOutput"
Name 99 "param"
Decorate 95(input) Location 0
Decorate 98(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypeInt 32 1
14: TypePointer Function 13(int)
16: 13(int) Constant 5
18: 13(int) Constant 6
20: 13(int) Constant 7
45: TypeBool
46: TypeInt 32 0
47: 46(int) Constant 0
53: 13(int) Constant 10
62: 13(int) Constant 11
66: TypePointer Function 6(float)
69: 46(int) Constant 1
94: TypePointer Input 7(fvec4)
95(input): 94(ptr) Variable Input
97: TypePointer Output 7(fvec4)
98(@entryPointOutput): 97(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
93(input): 8(ptr) Variable Function
99(param): 8(ptr) Variable Function
96: 7(fvec4) Load 95(input)
Store 93(input) 96
100: 7(fvec4) Load 93(input)
Store 99(param) 100
101: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 99(param)
Store 98(@entryPointOutput) 101
Return
FunctionEnd
11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
15(a): 14(ptr) Variable Function
17(b): 14(ptr) Variable Function
19(c): 14(ptr) Variable Function
21(d): 14(ptr) Variable Function
22(ret): 8(ptr) Variable Function
42(e): 14(ptr) Variable Function
43: 14(ptr) Variable Function
55: 14(ptr) Variable Function
64(f): 8(ptr) Variable Function
65: 8(ptr) Variable Function
Store 15(a) 16
Store 17(b) 18
Store 19(c) 20
Store 21(d) 20
23: 13(int) Load 15(a)
24: 6(float) ConvertSToF 23
25: 7(fvec4) Load 10(input)
26: 7(fvec4) VectorTimesScalar 25 24
27: 13(int) Load 17(b)
28: 6(float) ConvertSToF 27
29: 7(fvec4) Load 10(input)
30: 7(fvec4) VectorTimesScalar 29 28
31: 7(fvec4) FAdd 26 30
32: 13(int) Load 19(c)
33: 6(float) ConvertSToF 32
34: 7(fvec4) Load 10(input)
35: 7(fvec4) VectorTimesScalar 34 33
36: 7(fvec4) FAdd 31 35
37: 13(int) Load 21(d)
38: 6(float) ConvertSToF 37
39: 7(fvec4) Load 10(input)
40: 7(fvec4) VectorTimesScalar 39 38
41: 7(fvec4) FAdd 36 40
Store 22(ret) 41
44: 13(int) Load 17(b)
48: 45(bool) INotEqual 44 47
SelectionMerge 50 None
BranchConditional 48 49 52
49: Label
51: 13(int) Load 21(d)
Store 19(c) 51
Store 43 51
Branch 50
52: Label
Store 43 53
Branch 50
50: Label
54: 13(int) Load 43
Store 15(a) 54
Store 42(e) 54
56: 13(int) Load 15(a)
57: 45(bool) INotEqual 56 47
SelectionMerge 59 None
BranchConditional 57 58 61
58: Label
60: 13(int) Load 19(c)
Store 21(d) 60
Store 55 60
Branch 59
61: Label
Store 55 62
Branch 59
59: Label
63: 13(int) Load 55
Store 17(b) 63
67: 66(ptr) AccessChain 22(ret) 47
68: 6(float) Load 67
70: 66(ptr) AccessChain 10(input) 69
71: 6(float) Load 70
72: 45(bool) FOrdLessThan 68 71
SelectionMerge 74 None
BranchConditional 72 73 79
73: Label
75: 13(int) Load 19(c)
76: 6(float) ConvertSToF 75
77: 7(fvec4) Load 10(input)
78: 7(fvec4) VectorTimesScalar 77 76
Store 65 78
Branch 74
79: Label
80: 13(int) Load 21(d)
81: 6(float) ConvertSToF 80
82: 7(fvec4) Load 10(input)
83: 7(fvec4) VectorTimesScalar 82 81
Store 65 83
Branch 74
74: Label
84: 7(fvec4) Load 65
Store 64(f) 84
85: 13(int) Load 42(e)
86: 6(float) ConvertSToF 85
87: 7(fvec4) Load 22(ret)
88: 7(fvec4) VectorTimesScalar 87 86
89: 7(fvec4) Load 64(f)
90: 7(fvec4) FAdd 88 89
ReturnValue 90
FunctionEnd