Before, it was only including explicit interface, sufficient for IO-Block-declared oriented interface, but not sufficient for all modes GLSL might be used with SPIR-V. Two things are accomplished now: 1) each id will appear exactly once 2) the OpEntryPoint list will union static use with declarations
76 lines
3.3 KiB
Plaintext
Executable File
76 lines
3.3 KiB
Plaintext
Executable File
spv.flowControl.frag
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Linked fragment stage:
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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 41
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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 "main" 11 18 37
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ExecutionMode 4 OriginLowerLeft
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Source GLSL 120
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Name 4 "main"
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Name 9 "color"
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Name 11 "BaseColor"
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Name 13 "color2"
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Name 15 "otherColor"
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Name 18 "c"
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Name 21 "d"
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Name 27 "bigColor"
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Name 32 "smallColor"
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Name 37 "gl_FragColor"
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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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10: TypePointer Input 7(fvec4)
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11(BaseColor): 10(ptr) Variable Input
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14: TypePointer UniformConstant 7(fvec4)
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15(otherColor): 14(ptr) Variable UniformConstant
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17: TypePointer Input 6(float)
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18(c): 17(ptr) Variable Input
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20: TypePointer UniformConstant 6(float)
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21(d): 20(ptr) Variable UniformConstant
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23: TypeBool
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27(bigColor): 14(ptr) Variable UniformConstant
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32(smallColor): 14(ptr) Variable UniformConstant
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36: TypePointer Output 7(fvec4)
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37(gl_FragColor): 36(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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9(color): 8(ptr) Variable Function
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13(color2): 8(ptr) Variable Function
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12: 7(fvec4) Load 11(BaseColor)
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Store 9(color) 12
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16: 7(fvec4) Load 15(otherColor)
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Store 13(color2) 16
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19: 6(float) Load 18(c)
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22: 6(float) Load 21(d)
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24: 23(bool) FOrdGreaterThan 19 22
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SelectionMerge 26 None
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BranchConditional 24 25 31
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25: Label
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28: 7(fvec4) Load 27(bigColor)
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29: 7(fvec4) Load 9(color)
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30: 7(fvec4) FAdd 29 28
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Store 9(color) 30
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Branch 26
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31: Label
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33: 7(fvec4) Load 32(smallColor)
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34: 7(fvec4) Load 9(color)
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35: 7(fvec4) FAdd 34 33
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Store 9(color) 35
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Branch 26
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26: Label
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38: 7(fvec4) Load 9(color)
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39: 7(fvec4) Load 13(color2)
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40: 7(fvec4) FMul 38 39
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Store 37(gl_FragColor) 40
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Return
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FunctionEnd
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