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

460 lines
19 KiB
Plaintext
Executable File

hlsl.forLoop.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:? Sequence
0:3 Loop with condition tested first
0:3 No loop condition
0:3 No loop body
0:4 Sequence
0:4 Pre-Increment ( temp 4-component vector of float)
0:4 'input' ( in 4-component vector of float)
0:4 Loop with condition tested first
0:4 No loop condition
0:4 No loop body
0:? Sequence
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 any ( temp bool)
0:5 NotEqual ( temp 4-component vector of bool)
0:5 'input' ( in 4-component vector of float)
0:5 'input' ( in 4-component vector of float)
0:5 No loop body
0:? Sequence
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 any ( temp bool)
0:6 NotEqual ( temp 4-component vector of bool)
0:6 'input' ( in 4-component vector of float)
0:6 'input' ( in 4-component vector of float)
0:6 Loop Body
0:? Sequence
0:6 Branch: Return with expression
0:6 Negate value ( temp 4-component vector of float)
0:6 'input' ( in 4-component vector of float)
0:7 Sequence
0:7 Pre-Decrement ( temp 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 any ( temp bool)
0:7 NotEqual ( temp 4-component vector of bool)
0:7 'input' ( in 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:7 Loop Body
0:? Sequence
0:7 Branch: Return with expression
0:7 Negate value ( temp 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:7 Loop Terminal Expression
0:7 add second child into first child ( temp 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:7 Constant:
0:7 2.000000
0:? Sequence
0:8 Loop with condition tested first
0:8 No loop condition
0:8 Loop Body
0:8 Test condition and select ( temp void)
0:8 Condition
0:8 Compare Greater Than ( temp bool)
0:8 direct index ( temp float)
0:8 'input' ( in 4-component vector of float)
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 2.000000
0:8 true case
0:8 Branch: Break
0:? Sequence
0:9 Loop with condition tested first
0:9 No loop condition
0:9 Loop Body
0:9 Test condition and select ( temp void)
0:9 Condition
0:9 Compare Greater Than ( temp bool)
0:9 direct index ( temp float)
0:9 'input' ( in 4-component vector of float)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 2.000000
0:9 true case
0:9 Branch: Continue
0:11 Sequence
0:11 move second child to first child ( temp int)
0:11 'ii' ( temp int)
0:11 Constant:
0:11 -1 (const int)
0:11 Loop with condition tested first
0:11 Loop Condition
0:11 Compare Less Than ( temp bool)
0:11 'ii' ( temp int)
0:11 Constant:
0:11 3 (const int)
0:11 Loop Body
0:11 Test condition and select ( temp void)
0:11 Condition
0:11 Compare Equal ( temp bool)
0:11 'ii' ( temp int)
0:11 Constant:
0:11 2 (const int)
0:11 true case
0:11 Branch: Continue
0:11 Loop Terminal Expression
0:11 Pre-Increment ( temp int)
0:11 'ii' ( temp int)
0:12 Pre-Decrement ( temp float)
0:12 'ii' ( temp 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:? Sequence
0:3 Loop with condition tested first
0:3 No loop condition
0:3 No loop body
0:4 Sequence
0:4 Pre-Increment ( temp 4-component vector of float)
0:4 'input' ( in 4-component vector of float)
0:4 Loop with condition tested first
0:4 No loop condition
0:4 No loop body
0:? Sequence
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 any ( temp bool)
0:5 NotEqual ( temp 4-component vector of bool)
0:5 'input' ( in 4-component vector of float)
0:5 'input' ( in 4-component vector of float)
0:5 No loop body
0:? Sequence
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 any ( temp bool)
0:6 NotEqual ( temp 4-component vector of bool)
0:6 'input' ( in 4-component vector of float)
0:6 'input' ( in 4-component vector of float)
0:6 Loop Body
0:? Sequence
0:6 Branch: Return with expression
0:6 Negate value ( temp 4-component vector of float)
0:6 'input' ( in 4-component vector of float)
0:7 Sequence
0:7 Pre-Decrement ( temp 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 any ( temp bool)
0:7 NotEqual ( temp 4-component vector of bool)
0:7 'input' ( in 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:7 Loop Body
0:? Sequence
0:7 Branch: Return with expression
0:7 Negate value ( temp 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:7 Loop Terminal Expression
0:7 add second child into first child ( temp 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:7 Constant:
0:7 2.000000
0:? Sequence
0:8 Loop with condition tested first
0:8 No loop condition
0:8 Loop Body
0:8 Test condition and select ( temp void)
0:8 Condition
0:8 Compare Greater Than ( temp bool)
0:8 direct index ( temp float)
0:8 'input' ( in 4-component vector of float)
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 2.000000
0:8 true case
0:8 Branch: Break
0:? Sequence
0:9 Loop with condition tested first
0:9 No loop condition
0:9 Loop Body
0:9 Test condition and select ( temp void)
0:9 Condition
0:9 Compare Greater Than ( temp bool)
0:9 direct index ( temp float)
0:9 'input' ( in 4-component vector of float)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 2.000000
0:9 true case
0:9 Branch: Continue
0:11 Sequence
0:11 move second child to first child ( temp int)
0:11 'ii' ( temp int)
0:11 Constant:
0:11 -1 (const int)
0:11 Loop with condition tested first
0:11 Loop Condition
0:11 Compare Less Than ( temp bool)
0:11 'ii' ( temp int)
0:11 Constant:
0:11 3 (const int)
0:11 Loop Body
0:11 Test condition and select ( temp void)
0:11 Condition
0:11 Compare Equal ( temp bool)
0:11 'ii' ( temp int)
0:11 Constant:
0:11 2 (const int)
0:11 true case
0:11 Branch: Continue
0:11 Loop Terminal Expression
0:11 Pre-Increment ( temp int)
0:11 'ii' ( temp int)
0:12 Pre-Decrement ( temp float)
0:12 'ii' ( temp 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 124
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 117 120
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 11 "@PixelShaderFunction(vf4;"
Name 10 "input"
Name 92 "ii"
Name 111 "ii"
Name 115 "input"
Name 117 "input"
Name 120 "@entryPointOutput"
Name 121 "param"
Decorate 117(input) Location 0
Decorate 120(@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)
18: 6(float) Constant 1065353216
32: TypeBool
33: TypeVector 32(bool) 4
63: 6(float) Constant 1073741824
71: TypeInt 32 0
72: 71(int) Constant 0
73: TypePointer Function 6(float)
90: TypeInt 32 1
91: TypePointer Function 90(int)
93: 90(int) Constant 4294967295
100: 90(int) Constant 3
103: 90(int) Constant 2
109: 90(int) Constant 1
116: TypePointer Input 7(fvec4)
117(input): 116(ptr) Variable Input
119: TypePointer Output 7(fvec4)
120(@entryPointOutput): 119(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
115(input): 8(ptr) Variable Function
121(param): 8(ptr) Variable Function
118: 7(fvec4) Load 117(input)
Store 115(input) 118
122: 7(fvec4) Load 115(input)
Store 121(param) 122
123: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 121(param)
Store 120(@entryPointOutput) 123
Return
FunctionEnd
11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
92(ii): 91(ptr) Variable Function
111(ii): 73(ptr) Variable Function
Branch 13
13: Label
LoopMerge 15 16 None
Branch 14
14: Label
Branch 16
16: Label
Branch 13
15: Label
17: 7(fvec4) Load 10(input)
19: 7(fvec4) CompositeConstruct 18 18 18 18
20: 7(fvec4) FAdd 17 19
Store 10(input) 20
Branch 21
21: Label
LoopMerge 23 24 None
Branch 22
22: Label
Branch 24
24: Label
Branch 21
23: Label
Branch 25
25: Label
LoopMerge 27 28 None
Branch 29
29: Label
30: 7(fvec4) Load 10(input)
31: 7(fvec4) Load 10(input)
34: 33(bvec4) FOrdNotEqual 30 31
35: 32(bool) Any 34
BranchConditional 35 26 27
26: Label
Branch 28
28: Label
Branch 25
27: Label
Branch 36
36: Label
LoopMerge 38 39 None
Branch 40
40: Label
41: 7(fvec4) Load 10(input)
42: 7(fvec4) Load 10(input)
43: 33(bvec4) FOrdNotEqual 41 42
44: 32(bool) Any 43
BranchConditional 44 37 38
37: Label
45: 7(fvec4) Load 10(input)
46: 7(fvec4) FNegate 45
ReturnValue 46
39: Label
Branch 36
38: Label
48: 7(fvec4) Load 10(input)
49: 7(fvec4) CompositeConstruct 18 18 18 18
50: 7(fvec4) FSub 48 49
Store 10(input) 50
Branch 51
51: Label
LoopMerge 53 54 None
Branch 55
55: Label
56: 7(fvec4) Load 10(input)
57: 7(fvec4) Load 10(input)
58: 33(bvec4) FOrdNotEqual 56 57
59: 32(bool) Any 58
BranchConditional 59 52 53
52: Label
60: 7(fvec4) Load 10(input)
61: 7(fvec4) FNegate 60
ReturnValue 61
54: Label
64: 7(fvec4) Load 10(input)
65: 7(fvec4) CompositeConstruct 63 63 63 63
66: 7(fvec4) FAdd 64 65
Store 10(input) 66
Branch 51
53: Label
Branch 67
67: Label
LoopMerge 69 70 None
Branch 68
68: Label
74: 73(ptr) AccessChain 10(input) 72
75: 6(float) Load 74
76: 32(bool) FOrdGreaterThan 75 63
SelectionMerge 78 None
BranchConditional 76 77 78
77: Label
Branch 69
78: Label
Branch 70
70: Label
Branch 67
69: Label
Branch 80
80: Label
LoopMerge 82 83 None
Branch 81
81: Label
84: 73(ptr) AccessChain 10(input) 72
85: 6(float) Load 84
86: 32(bool) FOrdGreaterThan 85 63
SelectionMerge 88 None
BranchConditional 86 87 88
87: Label
Branch 83
88: Label
Branch 83
83: Label
Branch 80
82: Label
Store 92(ii) 93
Branch 94
94: Label
LoopMerge 96 97 None
Branch 98
98: Label
99: 90(int) Load 92(ii)
101: 32(bool) SLessThan 99 100
BranchConditional 101 95 96
95: Label
102: 90(int) Load 92(ii)
104: 32(bool) IEqual 102 103
SelectionMerge 106 None
BranchConditional 104 105 106
105: Label
Branch 97
106: Label
Branch 97
97: Label
108: 90(int) Load 92(ii)
110: 90(int) IAdd 108 109
Store 92(ii) 110
Branch 94
96: Label
112: 6(float) Load 111(ii)
113: 6(float) FSub 112 18
Store 111(ii) 113
114: 7(fvec4) Undef
ReturnValue 114
FunctionEnd