First Commit
This commit is contained in:
568
externals/glslang/Test/baseResults/hlsl.partialInit.frag.out
vendored
Normal file
568
externals/glslang/Test/baseResults/hlsl.partialInit.frag.out
vendored
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@@ -0,0 +1,568 @@
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hlsl.partialInit.frag
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WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing
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WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing
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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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||||
0:8 Sequence
|
||||
0:8 move second child to first child ( temp 4-component vector of float)
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||||
0:8 'gv' ( global 4-component vector of float)
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||||
0:8 Constant:
|
||||
0:8 0.000000
|
||||
0:8 0.000000
|
||||
0:8 1.000000
|
||||
0:8 0.000000
|
||||
0:9 Sequence
|
||||
0:9 move second child to first child ( temp 3-element array of float)
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||||
0:9 'gfa' ( global 3-element array of float)
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||||
0:9 Constant:
|
||||
0:9 0.000000
|
||||
0:9 0.000000
|
||||
0:9 0.000000
|
||||
0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Parameters:
|
||||
0:18 'input' ( in 4-component vector of float)
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||||
0:? Sequence
|
||||
0:19 Sequence
|
||||
0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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||||
0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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||||
0:19 Constant:
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||||
0:19 3 (const int)
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||||
0:19 0.000000
|
||||
0:19 false (const bool)
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||||
0:19 0.000000
|
||||
0:19 0.000000
|
||||
0:19 0.000000
|
||||
0:19 0.000000
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||||
0:21 move second child to first child ( temp 4-component vector of float)
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||||
0:21 v: direct index for structure ( temp 4-component vector of float)
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||||
0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:21 Constant:
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||||
0:21 3 (const int)
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||||
0:21 vector-scale ( temp 4-component vector of float)
|
||||
0:21 'gv' ( global 4-component vector of float)
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||||
0:21 direct index ( temp float)
|
||||
0:21 'gfa' ( global 3-element array of float)
|
||||
0:21 Constant:
|
||||
0:21 2 (const int)
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||||
0:22 Sequence
|
||||
0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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||||
0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:22 Constant:
|
||||
0:22 0 (const int)
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||||
0:22 0.000000
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||||
0:22 false (const bool)
|
||||
0:22 0.000000
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||||
0:22 0.000000
|
||||
0:22 0.000000
|
||||
0:22 0.000000
|
||||
0:23 Sequence
|
||||
0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:23 Constant:
|
||||
0:23 0 (const int)
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||||
0:23 0.000000
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||||
0:23 false (const bool)
|
||||
0:23 0.000000
|
||||
0:23 0.000000
|
||||
0:23 0.000000
|
||||
0:23 0.000000
|
||||
0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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||||
0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:24 Constant:
|
||||
0:24 0 (const int)
|
||||
0:24 0.000000
|
||||
0:24 false (const bool)
|
||||
0:24 0.000000
|
||||
0:24 0.000000
|
||||
0:24 0.000000
|
||||
0:24 0.000000
|
||||
0:25 move second child to first child ( temp bool)
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||||
0:25 c: direct index for structure ( temp bool)
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||||
0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:25 Constant:
|
||||
0:25 2 (const int)
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||||
0:25 c: direct index for structure ( temp bool)
|
||||
0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:25 Constant:
|
||||
0:25 2 (const int)
|
||||
0:26 Sequence
|
||||
0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
|
||||
0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
|
||||
0:26 Constant:
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0 (const int)
|
||||
0:26 0.000000
|
||||
0:26 false (const bool)
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 false (const bool)
|
||||
0:28 Sequence
|
||||
0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
|
||||
0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
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||||
0:28 Constant:
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:29 Sequence
|
||||
0:29 move second child to first child ( temp int)
|
||||
0:29 'cgi' ( temp int)
|
||||
0:29 Constant:
|
||||
0:29 0 (const int)
|
||||
0:30 move second child to first child ( temp float)
|
||||
0:30 b: direct index for structure ( temp float)
|
||||
0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:30 Constant:
|
||||
0:30 1 (const int)
|
||||
0:30 component-wise multiply ( temp float)
|
||||
0:30 direct index ( temp float)
|
||||
0:30 direct index ( temp 2-component vector of float)
|
||||
0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
|
||||
0:30 Constant:
|
||||
0:30 2 (const int)
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||||
0:30 Constant:
|
||||
0:30 1 (const int)
|
||||
0:30 Convert int to float ( temp float)
|
||||
0:30 'cgi' ( temp int)
|
||||
0:32 Branch: Return with expression
|
||||
0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Definition: PixelShaderFunction( ( temp void)
|
||||
0:18 Function Parameters:
|
||||
0:? Sequence
|
||||
0:18 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)
|
||||
0:18 Sequence
|
||||
0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:? 'input' ( temp 4-component vector of float)
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||||
0:18 move second child to first child ( temp int)
|
||||
0:? '@entryPointOutput.a' (layout( location=0) out int)
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||||
0:18 a: direct index for structure ( temp int)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 0 (const int)
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||||
0:18 move second child to first child ( temp float)
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||||
0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:18 b: direct index for structure ( temp float)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 1 (const int)
|
||||
0:18 move second child to first child ( temp bool)
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||||
0:? '@entryPointOutput.c' (layout( location=2) out bool)
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||||
0:18 c: direct index for structure ( temp bool)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 2 (const int)
|
||||
0:18 move second child to first child ( temp 4-component vector of float)
|
||||
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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||||
0:18 v: direct index for structure ( temp 4-component vector of float)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 3 (const int)
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||||
0:? Linker Objects
|
||||
0:? 'gv' ( global 4-component vector of float)
|
||||
0:? 'gfa' ( global 3-element array of float)
|
||||
0:? '@entryPointOutput.a' (layout( location=0) out int)
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||||
0:? '@entryPointOutput.b' (layout( location=1) out float)
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||||
0:? '@entryPointOutput.c' (layout( location=2) out bool)
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||||
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
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||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 'ci' ( const int)
|
||||
0:? 0 (const int)
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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
|
||||
0:8 Sequence
|
||||
0:8 move second child to first child ( temp 4-component vector of float)
|
||||
0:8 'gv' ( global 4-component vector of float)
|
||||
0:8 Constant:
|
||||
0:8 0.000000
|
||||
0:8 0.000000
|
||||
0:8 1.000000
|
||||
0:8 0.000000
|
||||
0:9 Sequence
|
||||
0:9 move second child to first child ( temp 3-element array of float)
|
||||
0:9 'gfa' ( global 3-element array of float)
|
||||
0:9 Constant:
|
||||
0:9 0.000000
|
||||
0:9 0.000000
|
||||
0:9 0.000000
|
||||
0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Parameters:
|
||||
0:18 'input' ( in 4-component vector of float)
|
||||
0:? Sequence
|
||||
0:19 Sequence
|
||||
0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:19 Constant:
|
||||
0:19 3 (const int)
|
||||
0:19 0.000000
|
||||
0:19 false (const bool)
|
||||
0:19 0.000000
|
||||
0:19 0.000000
|
||||
0:19 0.000000
|
||||
0:19 0.000000
|
||||
0:21 move second child to first child ( temp 4-component vector of float)
|
||||
0:21 v: direct index for structure ( temp 4-component vector of float)
|
||||
0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:21 Constant:
|
||||
0:21 3 (const int)
|
||||
0:21 vector-scale ( temp 4-component vector of float)
|
||||
0:21 'gv' ( global 4-component vector of float)
|
||||
0:21 direct index ( temp float)
|
||||
0:21 'gfa' ( global 3-element array of float)
|
||||
0:21 Constant:
|
||||
0:21 2 (const int)
|
||||
0:22 Sequence
|
||||
0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:22 Constant:
|
||||
0:22 0 (const int)
|
||||
0:22 0.000000
|
||||
0:22 false (const bool)
|
||||
0:22 0.000000
|
||||
0:22 0.000000
|
||||
0:22 0.000000
|
||||
0:22 0.000000
|
||||
0:23 Sequence
|
||||
0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:23 Constant:
|
||||
0:23 0 (const int)
|
||||
0:23 0.000000
|
||||
0:23 false (const bool)
|
||||
0:23 0.000000
|
||||
0:23 0.000000
|
||||
0:23 0.000000
|
||||
0:23 0.000000
|
||||
0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:24 Constant:
|
||||
0:24 0 (const int)
|
||||
0:24 0.000000
|
||||
0:24 false (const bool)
|
||||
0:24 0.000000
|
||||
0:24 0.000000
|
||||
0:24 0.000000
|
||||
0:24 0.000000
|
||||
0:25 move second child to first child ( temp bool)
|
||||
0:25 c: direct index for structure ( temp bool)
|
||||
0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:25 Constant:
|
||||
0:25 2 (const int)
|
||||
0:25 c: direct index for structure ( temp bool)
|
||||
0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:25 Constant:
|
||||
0:25 2 (const int)
|
||||
0:26 Sequence
|
||||
0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
|
||||
0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
|
||||
0:26 Constant:
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0 (const int)
|
||||
0:26 0.000000
|
||||
0:26 false (const bool)
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 0.000000
|
||||
0:26 false (const bool)
|
||||
0:28 Sequence
|
||||
0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
|
||||
0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
|
||||
0:28 Constant:
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:28 0.000000
|
||||
0:29 Sequence
|
||||
0:29 move second child to first child ( temp int)
|
||||
0:29 'cgi' ( temp int)
|
||||
0:29 Constant:
|
||||
0:29 0 (const int)
|
||||
0:30 move second child to first child ( temp float)
|
||||
0:30 b: direct index for structure ( temp float)
|
||||
0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:30 Constant:
|
||||
0:30 1 (const int)
|
||||
0:30 component-wise multiply ( temp float)
|
||||
0:30 direct index ( temp float)
|
||||
0:30 direct index ( temp 2-component vector of float)
|
||||
0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
|
||||
0:30 Constant:
|
||||
0:30 2 (const int)
|
||||
0:30 Constant:
|
||||
0:30 1 (const int)
|
||||
0:30 Convert int to float ( temp float)
|
||||
0:30 'cgi' ( temp int)
|
||||
0:32 Branch: Return with expression
|
||||
0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Definition: PixelShaderFunction( ( temp void)
|
||||
0:18 Function Parameters:
|
||||
0:? Sequence
|
||||
0:18 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)
|
||||
0:18 Sequence
|
||||
0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:? 'input' ( temp 4-component vector of float)
|
||||
0:18 move second child to first child ( temp int)
|
||||
0:? '@entryPointOutput.a' (layout( location=0) out int)
|
||||
0:18 a: direct index for structure ( temp int)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 0 (const int)
|
||||
0:18 move second child to first child ( temp float)
|
||||
0:? '@entryPointOutput.b' (layout( location=1) out float)
|
||||
0:18 b: direct index for structure ( temp float)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 1 (const int)
|
||||
0:18 move second child to first child ( temp bool)
|
||||
0:? '@entryPointOutput.c' (layout( location=2) out bool)
|
||||
0:18 c: direct index for structure ( temp bool)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 2 (const int)
|
||||
0:18 move second child to first child ( temp 4-component vector of float)
|
||||
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
|
||||
0:18 v: direct index for structure ( temp 4-component vector of float)
|
||||
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
|
||||
0:18 Constant:
|
||||
0:18 3 (const int)
|
||||
0:? Linker Objects
|
||||
0:? 'gv' ( global 4-component vector of float)
|
||||
0:? 'gfa' ( global 3-element array of float)
|
||||
0:? '@entryPointOutput.a' (layout( location=0) out int)
|
||||
0:? '@entryPointOutput.b' (layout( location=1) out float)
|
||||
0:? '@entryPointOutput.c' (layout( location=2) out bool)
|
||||
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
|
||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 0.000000
|
||||
0:? 'ci' ( const int)
|
||||
0:? 0 (const int)
|
||||
|
||||
Validation failed
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 8000b
|
||||
// Id's are bound by 104
|
||||
|
||||
Capability Shader
|
||||
1: ExtInstImport "GLSL.std.450"
|
||||
MemoryModel Logical GLSL450
|
||||
EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99
|
||||
ExecutionMode 4 OriginUpperLeft
|
||||
Source HLSL 500
|
||||
Name 4 "PixelShaderFunction"
|
||||
Name 11 "outs"
|
||||
MemberName 11(outs) 0 "a"
|
||||
MemberName 11(outs) 1 "b"
|
||||
MemberName 11(outs) 2 "c"
|
||||
MemberName 11(outs) 3 "v"
|
||||
Name 14 "@PixelShaderFunction(vf4;"
|
||||
Name 13 "input"
|
||||
Name 17 "gv"
|
||||
Name 25 "gfa"
|
||||
Name 28 "o2"
|
||||
Name 33 "o4"
|
||||
Name 41 "o1"
|
||||
Name 44 "o3"
|
||||
Name 51 "Nest"
|
||||
MemberName 51(Nest) 0 "m"
|
||||
MemberName 51(Nest) 1 "os"
|
||||
MemberName 51(Nest) 2 "b"
|
||||
Name 53 "nest"
|
||||
Name 61 "gf2a"
|
||||
Name 65 "cgi"
|
||||
Name 78 "input"
|
||||
Name 80 "input"
|
||||
Name 82 "flattenTemp"
|
||||
Name 83 "param"
|
||||
Name 87 "@entryPointOutput.a"
|
||||
Name 91 "@entryPointOutput.b"
|
||||
Name 95 "@entryPointOutput.c"
|
||||
Name 99 "@entryPointOutput.v"
|
||||
Decorate 80(input) Location 0
|
||||
Decorate 87(@entryPointOutput.a) Location 0
|
||||
Decorate 91(@entryPointOutput.b) Location 1
|
||||
Decorate 95(@entryPointOutput.c) Location 2
|
||||
Decorate 99(@entryPointOutput.v) Location 3
|
||||
2: TypeVoid
|
||||
3: TypeFunction 2
|
||||
6: TypeFloat 32
|
||||
7: TypeVector 6(float) 4
|
||||
8: TypePointer Function 7(fvec4)
|
||||
9: TypeInt 32 1
|
||||
10: TypeBool
|
||||
11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4)
|
||||
12: TypeFunction 11(outs) 8(ptr)
|
||||
16: TypePointer Private 7(fvec4)
|
||||
17(gv): 16(ptr) Variable Private
|
||||
18: 6(float) Constant 0
|
||||
19: 6(float) Constant 1065353216
|
||||
20: 7(fvec4) ConstantComposite 18 18 19 18
|
||||
21: TypeInt 32 0
|
||||
22: 21(int) Constant 3
|
||||
23: TypeArray 6(float) 22
|
||||
24: TypePointer Private 23
|
||||
25(gfa): 24(ptr) Variable Private
|
||||
26: 23 ConstantComposite 18 18 18
|
||||
27: TypePointer Function 11(outs)
|
||||
29: 9(int) Constant 3
|
||||
30: 10(bool) ConstantFalse
|
||||
31: 7(fvec4) ConstantComposite 18 18 18 18
|
||||
32: 11(outs) ConstantComposite 29 18 30 31
|
||||
35: 9(int) Constant 2
|
||||
36: TypePointer Private 6(float)
|
||||
42: 9(int) Constant 0
|
||||
43: 11(outs) ConstantComposite 42 18 30 31
|
||||
45: TypePointer Function 10(bool)
|
||||
49: TypeVector 6(float) 3
|
||||
50: TypeMatrix 49(fvec3) 4
|
||||
51(Nest): TypeStruct 50 11(outs) 10(bool)
|
||||
52: TypePointer Function 51(Nest)
|
||||
54: 49(fvec3) ConstantComposite 18 18 18
|
||||
55: 50 ConstantComposite 54 54 54 54
|
||||
56: 51(Nest) ConstantComposite 55 43 30
|
||||
57: TypeVector 6(float) 2
|
||||
58: 21(int) Constant 4
|
||||
59: TypeArray 57(fvec2) 58
|
||||
60: TypePointer Function 59
|
||||
62: 57(fvec2) ConstantComposite 18 18
|
||||
63: 59 ConstantComposite 62 62 62 62
|
||||
64: TypePointer Function 9(int)
|
||||
66: 9(int) Constant 1
|
||||
67: 21(int) Constant 1
|
||||
68: TypePointer Function 6(float)
|
||||
79: TypePointer Input 7(fvec4)
|
||||
80(input): 79(ptr) Variable Input
|
||||
86: TypePointer Output 9(int)
|
||||
87(@entryPointOutput.a): 86(ptr) Variable Output
|
||||
90: TypePointer Output 6(float)
|
||||
91(@entryPointOutput.b): 90(ptr) Variable Output
|
||||
94: TypePointer Output 10(bool)
|
||||
95(@entryPointOutput.c): 94(ptr) Variable Output
|
||||
98: TypePointer Output 7(fvec4)
|
||||
99(@entryPointOutput.v): 98(ptr) Variable Output
|
||||
102: TypeArray 57(fvec2) 22
|
||||
103: 102 ConstantComposite 62 62 62
|
||||
4(PixelShaderFunction): 2 Function None 3
|
||||
5: Label
|
||||
78(input): 8(ptr) Variable Function
|
||||
82(flattenTemp): 27(ptr) Variable Function
|
||||
83(param): 8(ptr) Variable Function
|
||||
Store 17(gv) 20
|
||||
Store 25(gfa) 26
|
||||
81: 7(fvec4) Load 80(input)
|
||||
Store 78(input) 81
|
||||
84: 7(fvec4) Load 78(input)
|
||||
Store 83(param) 84
|
||||
85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param)
|
||||
Store 82(flattenTemp) 85
|
||||
88: 64(ptr) AccessChain 82(flattenTemp) 42
|
||||
89: 9(int) Load 88
|
||||
Store 87(@entryPointOutput.a) 89
|
||||
92: 68(ptr) AccessChain 82(flattenTemp) 66
|
||||
93: 6(float) Load 92
|
||||
Store 91(@entryPointOutput.b) 93
|
||||
96: 45(ptr) AccessChain 82(flattenTemp) 35
|
||||
97: 10(bool) Load 96
|
||||
Store 95(@entryPointOutput.c) 97
|
||||
100: 8(ptr) AccessChain 82(flattenTemp) 29
|
||||
101: 7(fvec4) Load 100
|
||||
Store 99(@entryPointOutput.v) 101
|
||||
Return
|
||||
FunctionEnd
|
||||
14(@PixelShaderFunction(vf4;): 11(outs) Function None 12
|
||||
13(input): 8(ptr) FunctionParameter
|
||||
15: Label
|
||||
28(o2): 27(ptr) Variable Function
|
||||
33(o4): 27(ptr) Variable Function
|
||||
41(o1): 27(ptr) Variable Function
|
||||
44(o3): 27(ptr) Variable Function
|
||||
53(nest): 52(ptr) Variable Function
|
||||
61(gf2a): 60(ptr) Variable Function
|
||||
65(cgi): 64(ptr) Variable Function
|
||||
Store 28(o2) 32
|
||||
34: 7(fvec4) Load 17(gv)
|
||||
37: 36(ptr) AccessChain 25(gfa) 35
|
||||
38: 6(float) Load 37
|
||||
39: 7(fvec4) VectorTimesScalar 34 38
|
||||
40: 8(ptr) AccessChain 33(o4) 29
|
||||
Store 40 39
|
||||
Store 41(o1) 43
|
||||
Store 44(o3) 43
|
||||
Store 33(o4) 43
|
||||
46: 45(ptr) AccessChain 41(o1) 35
|
||||
47: 10(bool) Load 46
|
||||
48: 45(ptr) AccessChain 33(o4) 35
|
||||
Store 48 47
|
||||
Store 53(nest) 56
|
||||
Store 61(gf2a) 63
|
||||
Store 65(cgi) 42
|
||||
69: 68(ptr) AccessChain 61(gf2a) 35 67
|
||||
70: 6(float) Load 69
|
||||
71: 9(int) Load 65(cgi)
|
||||
72: 6(float) ConvertSToF 71
|
||||
73: 6(float) FMul 70 72
|
||||
74: 68(ptr) AccessChain 33(o4) 66
|
||||
Store 74 73
|
||||
75: 11(outs) Load 33(o4)
|
||||
ReturnValue 75
|
||||
FunctionEnd
|
||||
Reference in New Issue
Block a user