glslang/Test/baseResults/hlsl.conditional.frag.out

540 lines
27 KiB
Plaintext
Executable File

hlsl.conditional.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
0:8 Function Parameters:
0:? Sequence
0:10 Branch: Return with expression
0:9 add ( temp 4-component vector of float)
0:9 mix ( temp 4-component vector of float)
0:9 f4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 2 (const uint)
0:9 t4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 1 (const uint)
0:9 Convert float to bool ( temp 4-component vector of bool)
0:9 c4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 0 (const uint)
0:10 mix ( temp 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 f: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 4 (const uint)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 t: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 3 (const uint)
0:10 Convert float to bool ( temp 4-component vector of bool)
0:10 c4: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 0 (const uint)
0:14 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:14 Function Parameters:
0:14 'input' ( in 4-component vector of float)
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp int)
0:15 'a' ( temp int)
0:15 Constant:
0:15 5 (const int)
0:16 Sequence
0:16 move second child to first child ( temp int)
0:16 'b' ( temp int)
0:16 Constant:
0:16 6 (const int)
0:17 Sequence
0:17 move second child to first child ( temp int)
0:17 'c' ( temp int)
0:17 Constant:
0:17 7 (const int)
0:18 Sequence
0:18 move second child to first child ( temp int)
0:18 'd' ( temp int)
0:18 Constant:
0:18 7 (const int)
0:19 Sequence
0:19 move second child to first child ( temp 4-component vector of float)
0:19 'ret' ( temp 4-component vector of float)
0:21 add ( temp 4-component vector of float)
0:20 add ( temp 4-component vector of float)
0:19 add ( temp 4-component vector of float)
0:19 vector-scale ( temp 4-component vector of float)
0:19 Convert int to float ( temp float)
0:19 'a' ( temp int)
0:19 'input' ( in 4-component vector of float)
0:20 vector-scale ( temp 4-component vector of float)
0:20 Convert int to float ( temp float)
0:20 'b' ( temp int)
0:20 'input' ( in 4-component vector of float)
0:21 vector-scale ( temp 4-component vector of float)
0:21 Convert int to float ( temp float)
0:21 'c' ( temp int)
0:21 'input' ( in 4-component vector of float)
0:22 vector-scale ( temp 4-component vector of float)
0:22 Convert int to float ( temp float)
0:22 'd' ( temp int)
0:22 'input' ( in 4-component vector of float)
0:24 Comma ( temp int)
0:24 move second child to first child ( temp int)
0:24 'e' ( temp int)
0:24 move second child to first child ( temp int)
0:24 'a' ( temp int)
0:24 Test condition and select ( temp int)
0:24 Condition
0:24 Convert int to bool ( temp bool)
0:24 'b' ( temp int)
0:24 true case
0:24 move second child to first child ( temp int)
0:24 'c' ( temp int)
0:24 'd' ( temp int)
0:24 false case
0:24 Constant:
0:24 10 (const int)
0:24 move second child to first child ( temp int)
0:24 'b' ( temp int)
0:24 Test condition and select ( temp int)
0:24 Condition
0:24 Convert int to bool ( temp bool)
0:24 'a' ( temp int)
0:24 true case
0:24 move second child to first child ( temp int)
0:24 'd' ( temp int)
0:24 'c' ( temp int)
0:24 false case
0:24 Constant:
0:24 11 (const int)
0:26 move second child to first child ( temp 4-component vector of float)
0:26 'f' ( temp 4-component vector of float)
0:26 Test condition and select ( temp 4-component vector of float)
0:26 Condition
0:26 Compare Less Than ( temp bool)
0:26 direct index ( temp float)
0:26 'ret' ( temp 4-component vector of float)
0:26 Constant:
0:26 0 (const int)
0:26 direct index ( temp float)
0:26 'input' ( in 4-component vector of float)
0:26 Constant:
0:26 1 (const int)
0:26 true case
0:26 vector-scale ( temp 4-component vector of float)
0:26 Convert int to float ( temp float)
0:26 'c' ( temp int)
0:26 'input' ( in 4-component vector of float)
0:26 false case
0:26 vector-scale ( temp 4-component vector of float)
0:26 Convert int to float ( temp float)
0:26 'd' ( temp int)
0:26 'input' ( in 4-component vector of float)
0:27 Branch: Return with expression
0:27 add ( temp 4-component vector of float)
0:27 add ( temp 4-component vector of float)
0:27 vector-scale ( temp 4-component vector of float)
0:27 Convert int to float ( temp float)
0:27 'e' ( temp int)
0:27 'ret' ( temp 4-component vector of float)
0:27 'f' ( temp 4-component vector of float)
0:27 Function Call: vectorCond( ( temp 4-component vector of float)
0:14 Function Definition: PixelShaderFunction( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 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)
0:14 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:14 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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
0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
0:8 Function Parameters:
0:? Sequence
0:10 Branch: Return with expression
0:9 add ( temp 4-component vector of float)
0:9 mix ( temp 4-component vector of float)
0:9 f4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 2 (const uint)
0:9 t4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 1 (const uint)
0:9 Convert float to bool ( temp 4-component vector of bool)
0:9 c4: direct index for structure ( uniform 4-component vector of float)
0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:9 Constant:
0:9 0 (const uint)
0:10 mix ( temp 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 f: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 4 (const uint)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 t: direct index for structure ( uniform float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 3 (const uint)
0:10 Convert float to bool ( temp 4-component vector of bool)
0:10 c4: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
0:10 Constant:
0:10 0 (const uint)
0:14 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:14 Function Parameters:
0:14 'input' ( in 4-component vector of float)
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp int)
0:15 'a' ( temp int)
0:15 Constant:
0:15 5 (const int)
0:16 Sequence
0:16 move second child to first child ( temp int)
0:16 'b' ( temp int)
0:16 Constant:
0:16 6 (const int)
0:17 Sequence
0:17 move second child to first child ( temp int)
0:17 'c' ( temp int)
0:17 Constant:
0:17 7 (const int)
0:18 Sequence
0:18 move second child to first child ( temp int)
0:18 'd' ( temp int)
0:18 Constant:
0:18 7 (const int)
0:19 Sequence
0:19 move second child to first child ( temp 4-component vector of float)
0:19 'ret' ( temp 4-component vector of float)
0:21 add ( temp 4-component vector of float)
0:20 add ( temp 4-component vector of float)
0:19 add ( temp 4-component vector of float)
0:19 vector-scale ( temp 4-component vector of float)
0:19 Convert int to float ( temp float)
0:19 'a' ( temp int)
0:19 'input' ( in 4-component vector of float)
0:20 vector-scale ( temp 4-component vector of float)
0:20 Convert int to float ( temp float)
0:20 'b' ( temp int)
0:20 'input' ( in 4-component vector of float)
0:21 vector-scale ( temp 4-component vector of float)
0:21 Convert int to float ( temp float)
0:21 'c' ( temp int)
0:21 'input' ( in 4-component vector of float)
0:22 vector-scale ( temp 4-component vector of float)
0:22 Convert int to float ( temp float)
0:22 'd' ( temp int)
0:22 'input' ( in 4-component vector of float)
0:24 Comma ( temp int)
0:24 move second child to first child ( temp int)
0:24 'e' ( temp int)
0:24 move second child to first child ( temp int)
0:24 'a' ( temp int)
0:24 Test condition and select ( temp int)
0:24 Condition
0:24 Convert int to bool ( temp bool)
0:24 'b' ( temp int)
0:24 true case
0:24 move second child to first child ( temp int)
0:24 'c' ( temp int)
0:24 'd' ( temp int)
0:24 false case
0:24 Constant:
0:24 10 (const int)
0:24 move second child to first child ( temp int)
0:24 'b' ( temp int)
0:24 Test condition and select ( temp int)
0:24 Condition
0:24 Convert int to bool ( temp bool)
0:24 'a' ( temp int)
0:24 true case
0:24 move second child to first child ( temp int)
0:24 'd' ( temp int)
0:24 'c' ( temp int)
0:24 false case
0:24 Constant:
0:24 11 (const int)
0:26 move second child to first child ( temp 4-component vector of float)
0:26 'f' ( temp 4-component vector of float)
0:26 Test condition and select ( temp 4-component vector of float)
0:26 Condition
0:26 Compare Less Than ( temp bool)
0:26 direct index ( temp float)
0:26 'ret' ( temp 4-component vector of float)
0:26 Constant:
0:26 0 (const int)
0:26 direct index ( temp float)
0:26 'input' ( in 4-component vector of float)
0:26 Constant:
0:26 1 (const int)
0:26 true case
0:26 vector-scale ( temp 4-component vector of float)
0:26 Convert int to float ( temp float)
0:26 'c' ( temp int)
0:26 'input' ( in 4-component vector of float)
0:26 false case
0:26 vector-scale ( temp 4-component vector of float)
0:26 Convert int to float ( temp float)
0:26 'd' ( temp int)
0:26 'input' ( in 4-component vector of float)
0:27 Branch: Return with expression
0:27 add ( temp 4-component vector of float)
0:27 add ( temp 4-component vector of float)
0:27 vector-scale ( temp 4-component vector of float)
0:27 Convert int to float ( temp float)
0:27 'e' ( temp int)
0:27 'ret' ( temp 4-component vector of float)
0:27 'f' ( temp 4-component vector of float)
0:27 Function Call: vectorCond( ( temp 4-component vector of float)
0:14 Function Definition: PixelShaderFunction( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 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)
0:14 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:14 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
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 141
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 134 137
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 9 "vectorCond("
Name 14 "@PixelShaderFunction(vf4;"
Name 13 "input"
Name 16 "$Global"
MemberName 16($Global) 0 "c4"
MemberName 16($Global) 1 "t4"
MemberName 16($Global) 2 "f4"
MemberName 16($Global) 3 "t"
MemberName 16($Global) 4 "f"
Name 18 ""
Name 53 "a"
Name 55 "b"
Name 57 "c"
Name 59 "d"
Name 60 "ret"
Name 80 "e"
Name 101 "f"
Name 132 "input"
Name 134 "input"
Name 137 "@entryPointOutput"
Name 138 "param"
MemberDecorate 16($Global) 0 Offset 0
MemberDecorate 16($Global) 1 Offset 16
MemberDecorate 16($Global) 2 Offset 32
MemberDecorate 16($Global) 3 Offset 48
MemberDecorate 16($Global) 4 Offset 52
Decorate 16($Global) Block
Decorate 18 DescriptorSet 0
Decorate 134(input) Location 0
Decorate 137(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypePointer Function 7(fvec4)
12: TypeFunction 7(fvec4) 11(ptr)
16($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float)
17: TypePointer Uniform 16($Global)
18: 17(ptr) Variable Uniform
19: TypeInt 32 1
20: 19(int) Constant 2
21: TypePointer Uniform 7(fvec4)
24: 19(int) Constant 1
27: 19(int) Constant 0
30: TypeBool
31: TypeVector 30(bool) 4
32: 6(float) Constant 0
33: 7(fvec4) ConstantComposite 32 32 32 32
36: 19(int) Constant 4
37: TypePointer Uniform 6(float)
41: 19(int) Constant 3
52: TypePointer Function 19(int)
54: 19(int) Constant 5
56: 19(int) Constant 6
58: 19(int) Constant 7
83: TypeInt 32 0
84: 83(int) Constant 0
90: 19(int) Constant 10
99: 19(int) Constant 11
103: TypePointer Function 6(float)
106: 83(int) Constant 1
133: TypePointer Input 7(fvec4)
134(input): 133(ptr) Variable Input
136: TypePointer Output 7(fvec4)
137(@entryPointOutput): 136(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
132(input): 11(ptr) Variable Function
138(param): 11(ptr) Variable Function
135: 7(fvec4) Load 134(input)
Store 132(input) 135
139: 7(fvec4) Load 132(input)
Store 138(param) 139
140: 7(fvec4) FunctionCall 14(@PixelShaderFunction(vf4;) 138(param)
Store 137(@entryPointOutput) 140
Return
FunctionEnd
9(vectorCond(): 7(fvec4) Function None 8
10: Label
22: 21(ptr) AccessChain 18 20
23: 7(fvec4) Load 22
25: 21(ptr) AccessChain 18 24
26: 7(fvec4) Load 25
28: 21(ptr) AccessChain 18 27
29: 7(fvec4) Load 28
34: 31(bvec4) FOrdNotEqual 29 33
35: 7(fvec4) Select 34 26 23
38: 37(ptr) AccessChain 18 36
39: 6(float) Load 38
40: 7(fvec4) CompositeConstruct 39 39 39 39
42: 37(ptr) AccessChain 18 41
43: 6(float) Load 42
44: 7(fvec4) CompositeConstruct 43 43 43 43
45: 21(ptr) AccessChain 18 27
46: 7(fvec4) Load 45
47: 31(bvec4) FOrdNotEqual 46 33
48: 7(fvec4) Select 47 44 40
49: 7(fvec4) FAdd 35 48
ReturnValue 49
FunctionEnd
14(@PixelShaderFunction(vf4;): 7(fvec4) Function None 12
13(input): 11(ptr) FunctionParameter
15: Label
53(a): 52(ptr) Variable Function
55(b): 52(ptr) Variable Function
57(c): 52(ptr) Variable Function
59(d): 52(ptr) Variable Function
60(ret): 11(ptr) Variable Function
80(e): 52(ptr) Variable Function
81: 52(ptr) Variable Function
92: 52(ptr) Variable Function
101(f): 11(ptr) Variable Function
102: 11(ptr) Variable Function
Store 53(a) 54
Store 55(b) 56
Store 57(c) 58
Store 59(d) 58
61: 19(int) Load 53(a)
62: 6(float) ConvertSToF 61
63: 7(fvec4) Load 13(input)
64: 7(fvec4) VectorTimesScalar 63 62
65: 19(int) Load 55(b)
66: 6(float) ConvertSToF 65
67: 7(fvec4) Load 13(input)
68: 7(fvec4) VectorTimesScalar 67 66
69: 7(fvec4) FAdd 64 68
70: 19(int) Load 57(c)
71: 6(float) ConvertSToF 70
72: 7(fvec4) Load 13(input)
73: 7(fvec4) VectorTimesScalar 72 71
74: 7(fvec4) FAdd 69 73
75: 19(int) Load 59(d)
76: 6(float) ConvertSToF 75
77: 7(fvec4) Load 13(input)
78: 7(fvec4) VectorTimesScalar 77 76
79: 7(fvec4) FAdd 74 78
Store 60(ret) 79
82: 19(int) Load 55(b)
85: 30(bool) INotEqual 82 84
SelectionMerge 87 None
BranchConditional 85 86 89
86: Label
88: 19(int) Load 59(d)
Store 57(c) 88
Store 81 88
Branch 87
89: Label
Store 81 90
Branch 87
87: Label
91: 19(int) Load 81
Store 53(a) 91
Store 80(e) 91
93: 19(int) Load 53(a)
94: 30(bool) INotEqual 93 84
SelectionMerge 96 None
BranchConditional 94 95 98
95: Label
97: 19(int) Load 57(c)
Store 59(d) 97
Store 92 97
Branch 96
98: Label
Store 92 99
Branch 96
96: Label
100: 19(int) Load 92
Store 55(b) 100
104: 103(ptr) AccessChain 60(ret) 84
105: 6(float) Load 104
107: 103(ptr) AccessChain 13(input) 106
108: 6(float) Load 107
109: 30(bool) FOrdLessThan 105 108
SelectionMerge 111 None
BranchConditional 109 110 116
110: Label
112: 19(int) Load 57(c)
113: 6(float) ConvertSToF 112
114: 7(fvec4) Load 13(input)
115: 7(fvec4) VectorTimesScalar 114 113
Store 102 115
Branch 111
116: Label
117: 19(int) Load 59(d)
118: 6(float) ConvertSToF 117
119: 7(fvec4) Load 13(input)
120: 7(fvec4) VectorTimesScalar 119 118
Store 102 120
Branch 111
111: Label
121: 7(fvec4) Load 102
Store 101(f) 121
122: 19(int) Load 80(e)
123: 6(float) ConvertSToF 122
124: 7(fvec4) Load 60(ret)
125: 7(fvec4) VectorTimesScalar 124 123
126: 7(fvec4) Load 101(f)
127: 7(fvec4) FAdd 125 126
128: 7(fvec4) FunctionCall 9(vectorCond()
129: 7(fvec4) FAdd 127 128
ReturnValue 129
FunctionEnd