410 lines
18 KiB
Plaintext
Executable File
410 lines
18 KiB
Plaintext
Executable File
hlsl.conditional.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; ( 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:? Sequence
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0:3 Sequence
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0:3 move second child to first child ( temp int)
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0:3 'a' ( temp int)
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0:3 Constant:
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0:3 5 (const int)
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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 'b' ( temp int)
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0:4 Constant:
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0:4 6 (const int)
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0:5 Sequence
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0:5 move second child to first child ( temp int)
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0:5 'c' ( temp int)
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0:5 Constant:
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0:5 7 (const int)
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0:6 Sequence
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0:6 move second child to first child ( temp int)
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0:6 'd' ( temp int)
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0:6 Constant:
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0:6 7 (const int)
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0:7 Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 'ret' ( temp 4-component vector of float)
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0:9 add ( temp 4-component vector of float)
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0:8 add ( temp 4-component vector of float)
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0:7 add ( temp 4-component vector of float)
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0:7 vector-scale ( temp 4-component vector of float)
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0:7 Convert int to float ( temp float)
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0:7 'a' ( temp int)
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0:7 'input' ( in 4-component vector of float)
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0:8 vector-scale ( temp 4-component vector of float)
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0:8 Convert int to float ( temp float)
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0:8 'b' ( temp int)
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0:8 'input' ( in 4-component vector of float)
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0:9 vector-scale ( temp 4-component vector of float)
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0:9 Convert int to float ( temp float)
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0:9 'c' ( temp int)
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0:9 'input' ( in 4-component vector of float)
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0:10 vector-scale ( temp 4-component vector of float)
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0:10 Convert int to float ( temp float)
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0:10 'd' ( temp int)
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0:10 'input' ( in 4-component vector of float)
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0:12 Comma ( temp int)
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0:12 move second child to first child ( temp int)
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0:12 'e' ( temp int)
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0:12 move second child to first child ( temp int)
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0:12 'a' ( temp int)
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0:12 Test condition and select ( temp int)
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0:12 Condition
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0:12 Convert int to bool ( temp bool)
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0:12 'b' ( temp int)
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0:12 true case
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0:12 move second child to first child ( temp int)
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0:12 'c' ( temp int)
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0:12 'd' ( temp int)
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0:12 false case
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0:12 Constant:
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0:12 10 (const int)
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0:12 move second child to first child ( temp int)
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0:12 'b' ( temp int)
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0:12 Test condition and select ( temp int)
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0:12 Condition
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0:12 Convert int to bool ( temp bool)
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0:12 'a' ( temp int)
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0:12 true case
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0:12 move second child to first child ( temp int)
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0:12 'd' ( temp int)
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0:12 'c' ( temp int)
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0:12 false case
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0:12 Constant:
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0:12 11 (const int)
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 'f' ( temp 4-component vector of float)
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0:14 Test condition and select ( temp 4-component vector of float)
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0:14 Condition
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0:14 Compare Less Than ( temp bool)
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0:14 direct index ( temp float)
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0:14 'ret' ( temp 4-component vector of float)
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0:14 Constant:
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0:14 0 (const int)
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0:14 direct index ( temp float)
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0:14 'input' ( in 4-component vector of float)
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0:14 Constant:
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0:14 1 (const int)
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0:14 true case
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0:14 vector-scale ( temp 4-component vector of float)
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0:14 Convert int to float ( temp float)
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0:14 'c' ( temp int)
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0:14 'input' ( in 4-component vector of float)
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0:14 false case
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0:14 vector-scale ( temp 4-component vector of float)
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0:14 Convert int to float ( temp float)
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0:14 'd' ( temp int)
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0:14 'input' ( in 4-component vector of float)
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0:15 Branch: Return with expression
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0:15 add ( temp 4-component vector of float)
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0:15 vector-scale ( temp 4-component vector of float)
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0:15 Convert int to float ( temp float)
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0:15 'e' ( temp int)
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0:15 'ret' ( temp 4-component vector of float)
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0:15 'f' ( temp 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 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; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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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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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; ( 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:? Sequence
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0:3 Sequence
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0:3 move second child to first child ( temp int)
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0:3 'a' ( temp int)
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0:3 Constant:
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0:3 5 (const int)
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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 'b' ( temp int)
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0:4 Constant:
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0:4 6 (const int)
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0:5 Sequence
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0:5 move second child to first child ( temp int)
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0:5 'c' ( temp int)
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0:5 Constant:
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0:5 7 (const int)
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0:6 Sequence
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0:6 move second child to first child ( temp int)
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0:6 'd' ( temp int)
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0:6 Constant:
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0:6 7 (const int)
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0:7 Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:7 'ret' ( temp 4-component vector of float)
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0:9 add ( temp 4-component vector of float)
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0:8 add ( temp 4-component vector of float)
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0:7 add ( temp 4-component vector of float)
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0:7 vector-scale ( temp 4-component vector of float)
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0:7 Convert int to float ( temp float)
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0:7 'a' ( temp int)
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0:7 'input' ( in 4-component vector of float)
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0:8 vector-scale ( temp 4-component vector of float)
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0:8 Convert int to float ( temp float)
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0:8 'b' ( temp int)
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0:8 'input' ( in 4-component vector of float)
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0:9 vector-scale ( temp 4-component vector of float)
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0:9 Convert int to float ( temp float)
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0:9 'c' ( temp int)
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0:9 'input' ( in 4-component vector of float)
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0:10 vector-scale ( temp 4-component vector of float)
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0:10 Convert int to float ( temp float)
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0:10 'd' ( temp int)
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0:10 'input' ( in 4-component vector of float)
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0:12 Comma ( temp int)
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0:12 move second child to first child ( temp int)
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0:12 'e' ( temp int)
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0:12 move second child to first child ( temp int)
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0:12 'a' ( temp int)
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0:12 Test condition and select ( temp int)
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0:12 Condition
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0:12 Convert int to bool ( temp bool)
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0:12 'b' ( temp int)
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0:12 true case
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0:12 move second child to first child ( temp int)
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0:12 'c' ( temp int)
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0:12 'd' ( temp int)
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0:12 false case
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0:12 Constant:
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0:12 10 (const int)
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0:12 move second child to first child ( temp int)
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0:12 'b' ( temp int)
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0:12 Test condition and select ( temp int)
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0:12 Condition
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0:12 Convert int to bool ( temp bool)
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0:12 'a' ( temp int)
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0:12 true case
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0:12 move second child to first child ( temp int)
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0:12 'd' ( temp int)
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0:12 'c' ( temp int)
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0:12 false case
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0:12 Constant:
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0:12 11 (const int)
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 'f' ( temp 4-component vector of float)
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0:14 Test condition and select ( temp 4-component vector of float)
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0:14 Condition
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0:14 Compare Less Than ( temp bool)
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0:14 direct index ( temp float)
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0:14 'ret' ( temp 4-component vector of float)
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0:14 Constant:
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0:14 0 (const int)
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0:14 direct index ( temp float)
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0:14 'input' ( in 4-component vector of float)
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0:14 Constant:
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0:14 1 (const int)
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0:14 true case
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0:14 vector-scale ( temp 4-component vector of float)
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0:14 Convert int to float ( temp float)
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0:14 'c' ( temp int)
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0:14 'input' ( in 4-component vector of float)
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0:14 false case
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0:14 vector-scale ( temp 4-component vector of float)
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0:14 Convert int to float ( temp float)
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0:14 'd' ( temp int)
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0:14 'input' ( in 4-component vector of float)
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0:15 Branch: Return with expression
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0:15 add ( temp 4-component vector of float)
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0:15 vector-scale ( temp 4-component vector of float)
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0:15 Convert int to float ( temp float)
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0:15 'e' ( temp int)
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0:15 'ret' ( temp 4-component vector of float)
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0:15 'f' ( temp 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 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; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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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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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 102
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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" 95 98
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 11 "@PixelShaderFunction(vf4;"
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Name 10 "input"
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Name 15 "a"
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Name 17 "b"
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Name 19 "c"
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Name 21 "d"
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Name 22 "ret"
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Name 42 "e"
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Name 64 "f"
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Name 93 "input"
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Name 95 "input"
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Name 98 "@entryPointOutput"
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Name 99 "param"
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Decorate 95(input) Location 0
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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: TypeFunction 7(fvec4) 8(ptr)
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13: TypeInt 32 1
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14: TypePointer Function 13(int)
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16: 13(int) Constant 5
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18: 13(int) Constant 6
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20: 13(int) Constant 7
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45: TypeBool
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46: TypeInt 32 0
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47: 46(int) Constant 0
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53: 13(int) Constant 10
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62: 13(int) Constant 11
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66: TypePointer Function 6(float)
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69: 46(int) Constant 1
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94: TypePointer Input 7(fvec4)
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95(input): 94(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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93(input): 8(ptr) Variable Function
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99(param): 8(ptr) Variable Function
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96: 7(fvec4) Load 95(input)
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Store 93(input) 96
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100: 7(fvec4) Load 93(input)
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Store 99(param) 100
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101: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 99(param)
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Store 98(@entryPointOutput) 101
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Return
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FunctionEnd
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11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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15(a): 14(ptr) Variable Function
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17(b): 14(ptr) Variable Function
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19(c): 14(ptr) Variable Function
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21(d): 14(ptr) Variable Function
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22(ret): 8(ptr) Variable Function
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42(e): 14(ptr) Variable Function
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43: 14(ptr) Variable Function
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55: 14(ptr) Variable Function
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64(f): 8(ptr) Variable Function
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65: 8(ptr) Variable Function
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Store 15(a) 16
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Store 17(b) 18
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Store 19(c) 20
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Store 21(d) 20
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23: 13(int) Load 15(a)
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24: 6(float) ConvertSToF 23
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25: 7(fvec4) Load 10(input)
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26: 7(fvec4) VectorTimesScalar 25 24
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27: 13(int) Load 17(b)
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28: 6(float) ConvertSToF 27
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29: 7(fvec4) Load 10(input)
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30: 7(fvec4) VectorTimesScalar 29 28
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31: 7(fvec4) FAdd 26 30
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32: 13(int) Load 19(c)
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33: 6(float) ConvertSToF 32
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34: 7(fvec4) Load 10(input)
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35: 7(fvec4) VectorTimesScalar 34 33
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36: 7(fvec4) FAdd 31 35
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37: 13(int) Load 21(d)
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38: 6(float) ConvertSToF 37
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39: 7(fvec4) Load 10(input)
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40: 7(fvec4) VectorTimesScalar 39 38
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41: 7(fvec4) FAdd 36 40
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Store 22(ret) 41
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44: 13(int) Load 17(b)
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48: 45(bool) INotEqual 44 47
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SelectionMerge 50 None
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BranchConditional 48 49 52
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49: Label
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51: 13(int) Load 21(d)
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Store 19(c) 51
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Store 43 51
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Branch 50
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52: Label
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Store 43 53
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Branch 50
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50: Label
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54: 13(int) Load 43
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Store 15(a) 54
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Store 42(e) 54
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56: 13(int) Load 15(a)
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57: 45(bool) INotEqual 56 47
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SelectionMerge 59 None
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BranchConditional 57 58 61
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58: Label
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60: 13(int) Load 19(c)
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Store 21(d) 60
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Store 55 60
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Branch 59
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61: Label
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Store 55 62
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Branch 59
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59: Label
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63: 13(int) Load 55
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Store 17(b) 63
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67: 66(ptr) AccessChain 22(ret) 47
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68: 6(float) Load 67
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70: 66(ptr) AccessChain 10(input) 69
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71: 6(float) Load 70
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72: 45(bool) FOrdLessThan 68 71
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SelectionMerge 74 None
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BranchConditional 72 73 79
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73: Label
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75: 13(int) Load 19(c)
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76: 6(float) ConvertSToF 75
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77: 7(fvec4) Load 10(input)
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78: 7(fvec4) VectorTimesScalar 77 76
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Store 65 78
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Branch 74
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79: Label
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80: 13(int) Load 21(d)
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81: 6(float) ConvertSToF 80
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82: 7(fvec4) Load 10(input)
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83: 7(fvec4) VectorTimesScalar 82 81
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Store 65 83
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Branch 74
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74: Label
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84: 7(fvec4) Load 65
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Store 64(f) 84
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85: 13(int) Load 42(e)
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86: 6(float) ConvertSToF 85
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87: 7(fvec4) Load 22(ret)
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88: 7(fvec4) VectorTimesScalar 87 86
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89: 7(fvec4) Load 64(f)
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90: 7(fvec4) FAdd 88 89
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ReturnValue 90
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FunctionEnd
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