This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
335 lines
14 KiB
Plaintext
Executable File
335 lines
14 KiB
Plaintext
Executable File
hlsl.if.frag
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Shader version: 450
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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 Test condition and select (temp void)
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0:3 Condition
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0:3 all (temp bool)
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0:3 Equal (temp 4-component vector of bool)
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0:3 'input' (in 4-component vector of float)
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0:3 'input' (in 4-component vector of float)
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0:3 true case
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0:4 Branch: Return with expression
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0:4 'input' (in 4-component vector of float)
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0:6 Test condition and select (temp void)
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0:6 Condition
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0:6 all (temp bool)
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0:6 Equal (temp 4-component vector of bool)
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0:6 'input' (in 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 true case
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0:7 Branch: Return with expression
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0:7 'input' (in 4-component vector of float)
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0:6 false case
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0:9 Branch: Return with expression
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0:9 Negate value (temp 4-component vector of float)
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0:9 'input' (in 4-component vector of float)
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0:11 Test condition and select (temp void)
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0:11 Condition
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0:11 all (temp bool)
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0:11 Equal (temp 4-component vector of bool)
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0:11 'input' (in 4-component vector of float)
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0:11 'input' (in 4-component vector of float)
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0:11 true case is null
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0:14 Test condition and select (temp void)
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0:14 Condition
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0:14 all (temp bool)
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0:14 Equal (temp 4-component vector of bool)
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0:14 'input' (in 4-component vector of float)
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0:14 'input' (in 4-component vector of float)
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0:14 true case is null
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0:19 Test condition and select (temp void)
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0:19 Condition
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0:19 all (temp bool)
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0:19 Equal (temp 4-component vector of bool)
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0:19 'input' (in 4-component vector of float)
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0:19 'input' (in 4-component vector of float)
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0:19 true case
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0:? Sequence
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0:20 Branch: Return with expression
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0:20 'input' (in 4-component vector of float)
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0:23 Test condition and select (temp void)
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0:23 Condition
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0:23 all (temp bool)
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0:23 Equal (temp 4-component vector of bool)
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0:23 'input' (in 4-component vector of float)
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0:23 'input' (in 4-component vector of float)
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0:23 true case
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0:? Sequence
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0:24 Branch: Return with expression
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0:24 'input' (in 4-component vector of float)
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0:23 false case
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0:? Sequence
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0:26 Branch: Return with expression
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0:26 Negate value (temp 4-component vector of float)
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0:26 'input' (in 4-component vector of float)
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0:30 Test condition and select (temp void)
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0:30 Condition
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0:30 move second child to first child (temp float)
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0:30 'ii' (temp float)
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0:30 direct index (temp float)
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0:30 'input' (in 4-component vector of float)
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0:30 Constant:
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0:30 2 (const int)
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0:30 true case
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0:31 Pre-Increment (temp float)
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0:31 'ii' (temp float)
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0:32 Pre-Increment (temp int)
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0:32 'ii' (temp int)
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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: 450
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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 Test condition and select (temp void)
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0:3 Condition
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0:3 all (temp bool)
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0:3 Equal (temp 4-component vector of bool)
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0:3 'input' (in 4-component vector of float)
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0:3 'input' (in 4-component vector of float)
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0:3 true case
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0:4 Branch: Return with expression
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0:4 'input' (in 4-component vector of float)
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0:6 Test condition and select (temp void)
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0:6 Condition
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0:6 all (temp bool)
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0:6 Equal (temp 4-component vector of bool)
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0:6 'input' (in 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 true case
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0:7 Branch: Return with expression
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0:7 'input' (in 4-component vector of float)
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0:6 false case
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0:9 Branch: Return with expression
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0:9 Negate value (temp 4-component vector of float)
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0:9 'input' (in 4-component vector of float)
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0:11 Test condition and select (temp void)
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0:11 Condition
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0:11 all (temp bool)
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0:11 Equal (temp 4-component vector of bool)
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0:11 'input' (in 4-component vector of float)
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0:11 'input' (in 4-component vector of float)
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0:11 true case is null
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0:14 Test condition and select (temp void)
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0:14 Condition
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0:14 all (temp bool)
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0:14 Equal (temp 4-component vector of bool)
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0:14 'input' (in 4-component vector of float)
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0:14 'input' (in 4-component vector of float)
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0:14 true case is null
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0:19 Test condition and select (temp void)
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0:19 Condition
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0:19 all (temp bool)
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0:19 Equal (temp 4-component vector of bool)
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0:19 'input' (in 4-component vector of float)
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0:19 'input' (in 4-component vector of float)
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0:19 true case
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0:? Sequence
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0:20 Branch: Return with expression
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0:20 'input' (in 4-component vector of float)
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0:23 Test condition and select (temp void)
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0:23 Condition
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0:23 all (temp bool)
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0:23 Equal (temp 4-component vector of bool)
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0:23 'input' (in 4-component vector of float)
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0:23 'input' (in 4-component vector of float)
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0:23 true case
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0:? Sequence
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0:24 Branch: Return with expression
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0:24 'input' (in 4-component vector of float)
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0:23 false case
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0:? Sequence
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0:26 Branch: Return with expression
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0:26 Negate value (temp 4-component vector of float)
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0:26 'input' (in 4-component vector of float)
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0:30 Test condition and select (temp void)
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0:30 Condition
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0:30 move second child to first child (temp float)
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0:30 'ii' (temp float)
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0:30 direct index (temp float)
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0:30 'input' (in 4-component vector of float)
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0:30 Constant:
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0:30 2 (const int)
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0:30 true case
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0:31 Pre-Increment (temp float)
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0:31 'ii' (temp float)
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0:32 Pre-Increment (temp int)
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0:32 'ii' (temp int)
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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 94
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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" 87 90
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ExecutionMode 4 OriginUpperLeft
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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 68 "ii"
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Name 80 "ii"
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Name 85 "input"
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Name 87 "input"
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Name 90 "@entryPointOutput"
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Name 91 "param"
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Decorate 87(input) Location 0
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Decorate 90(@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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15: TypeBool
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16: TypeVector 15(bool) 4
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67: TypePointer Function 6(float)
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69: TypeInt 32 0
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70: 69(int) Constant 2
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76: 6(float) Constant 1065353216
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78: TypeInt 32 1
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79: TypePointer Function 78(int)
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82: 78(int) Constant 1
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86: TypePointer Input 7(fvec4)
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87(input): 86(ptr) Variable Input
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89: TypePointer Output 7(fvec4)
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90(@entryPointOutput): 89(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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85(input): 8(ptr) Variable Function
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91(param): 8(ptr) Variable Function
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88: 7(fvec4) Load 87(input)
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Store 85(input) 88
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92: 7(fvec4) Load 85(input)
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Store 91(param) 92
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93: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 91(param)
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Store 90(@entryPointOutput) 93
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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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68(ii): 67(ptr) Variable Function
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80(ii): 79(ptr) Variable Function
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13: 7(fvec4) Load 10(input)
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14: 7(fvec4) Load 10(input)
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17: 16(bvec4) FOrdEqual 13 14
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18: 15(bool) All 17
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SelectionMerge 20 None
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BranchConditional 18 19 20
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19: Label
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21: 7(fvec4) Load 10(input)
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ReturnValue 21
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20: Label
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23: 7(fvec4) Load 10(input)
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24: 7(fvec4) Load 10(input)
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25: 16(bvec4) FOrdEqual 23 24
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26: 15(bool) All 25
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SelectionMerge 28 None
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BranchConditional 26 27 31
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27: Label
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29: 7(fvec4) Load 10(input)
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ReturnValue 29
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31: Label
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32: 7(fvec4) Load 10(input)
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33: 7(fvec4) FNegate 32
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ReturnValue 33
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28: Label
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35: 7(fvec4) Load 10(input)
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36: 7(fvec4) Load 10(input)
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37: 16(bvec4) FOrdEqual 35 36
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38: 15(bool) All 37
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SelectionMerge 40 None
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BranchConditional 38 39 40
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39: Label
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Branch 40
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40: Label
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41: 7(fvec4) Load 10(input)
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42: 7(fvec4) Load 10(input)
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43: 16(bvec4) FOrdEqual 41 42
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44: 15(bool) All 43
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SelectionMerge 46 None
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BranchConditional 44 45 46
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45: Label
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Branch 46
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46: Label
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47: 7(fvec4) Load 10(input)
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48: 7(fvec4) Load 10(input)
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49: 16(bvec4) FOrdEqual 47 48
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50: 15(bool) All 49
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SelectionMerge 52 None
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BranchConditional 50 51 52
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51: Label
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53: 7(fvec4) Load 10(input)
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ReturnValue 53
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52: Label
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55: 7(fvec4) Load 10(input)
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56: 7(fvec4) Load 10(input)
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57: 16(bvec4) FOrdEqual 55 56
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58: 15(bool) All 57
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SelectionMerge 60 None
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BranchConditional 58 59 63
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59: Label
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61: 7(fvec4) Load 10(input)
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ReturnValue 61
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63: Label
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64: 7(fvec4) Load 10(input)
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65: 7(fvec4) FNegate 64
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ReturnValue 65
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60: Label
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71: 67(ptr) AccessChain 10(input) 70
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72: 6(float) Load 71
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Store 68(ii) 72
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SelectionMerge 74 None
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BranchConditional 72 73 74
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73: Label
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75: 6(float) Load 68(ii)
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77: 6(float) FAdd 75 76
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Store 68(ii) 77
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Branch 74
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74: Label
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81: 78(int) Load 80(ii)
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83: 78(int) IAdd 81 82
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Store 80(ii) 83
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84: 7(fvec4) Undef
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ReturnValue 84
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FunctionEnd
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