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hlsl.logical.unary.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:12 Function Parameters:
0:? Sequence
0:13 Negate conditional ( temp bool)
0:13 Convert int to bool ( temp bool)
0:13 ival: direct index for structure ( uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:14 Negate conditional ( temp 4-component vector of bool)
0:14 Convert int to bool ( temp 4-component vector of bool)
0:14 ival4: direct index for structure ( uniform 4-component vector of int)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 1 (const uint)
0:16 Negate conditional ( temp bool)
0:16 Convert float to bool ( temp bool)
0:16 fval: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 2 (const uint)
0:17 Negate conditional ( temp 4-component vector of bool)
0:17 Convert float to bool ( temp 4-component vector of bool)
0:17 fval4: direct index for structure ( uniform 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:17 Constant:
0:17 3 (const uint)
0:19 Test condition and select ( temp void)
0:19 Condition
0:19 Convert int to bool ( temp bool)
0:19 ival: direct index for structure ( uniform int)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 0 (const uint)
0:19 true case is null
0:20 Test condition and select ( temp void)
0:20 Condition
0:20 Convert float to bool ( temp bool)
0:20 fval: direct index for structure ( uniform float)
0:20 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:20 Constant:
0:20 2 (const uint)
0:20 true case is null
0:21 Test condition and select ( temp void)
0:21 Condition
0:21 Negate conditional ( temp bool)
0:21 Convert int to bool ( temp bool)
0:21 ival: direct index for structure ( uniform int)
0:21 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:21 Constant:
0:21 0 (const uint)
0:21 true case is null
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Negate conditional ( temp bool)
0:22 Convert float to bool ( temp bool)
0:22 fval: direct index for structure ( uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:22 Constant:
0:22 2 (const uint)
0:22 true case is null
0:25 move second child to first child ( temp 4-component vector of float)
0:25 Color: direct index for structure ( temp 4-component vector of float)
0:25 'psout' ( temp structure{ temp 4-component vector of float Color})
0:25 Constant:
0:25 0 (const int)
0:25 Constant:
0:25 1.000000
0:25 1.000000
0:25 1.000000
0:25 1.000000
0:26 Branch: Return with expression
0:26 'psout' ( temp structure{ temp 4-component vector of float Color})
0:12 Function Definition: main( ( temp void)
0:12 Function Parameters:
0:? Sequence
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:12 Color: direct index for structure ( temp 4-component vector of float)
0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:12 Function Parameters:
0:? Sequence
0:13 Negate conditional ( temp bool)
0:13 Convert int to bool ( temp bool)
0:13 ival: direct index for structure ( uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:14 Negate conditional ( temp 4-component vector of bool)
0:14 Convert int to bool ( temp 4-component vector of bool)
0:14 ival4: direct index for structure ( uniform 4-component vector of int)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 1 (const uint)
0:16 Negate conditional ( temp bool)
0:16 Convert float to bool ( temp bool)
0:16 fval: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:16 Constant:
0:16 2 (const uint)
0:17 Negate conditional ( temp 4-component vector of bool)
0:17 Convert float to bool ( temp 4-component vector of bool)
0:17 fval4: direct index for structure ( uniform 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:17 Constant:
0:17 3 (const uint)
0:19 Test condition and select ( temp void)
0:19 Condition
0:19 Convert int to bool ( temp bool)
0:19 ival: direct index for structure ( uniform int)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:19 Constant:
0:19 0 (const uint)
0:19 true case is null
0:20 Test condition and select ( temp void)
0:20 Condition
0:20 Convert float to bool ( temp bool)
0:20 fval: direct index for structure ( uniform float)
0:20 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:20 Constant:
0:20 2 (const uint)
0:20 true case is null
0:21 Test condition and select ( temp void)
0:21 Condition
0:21 Negate conditional ( temp bool)
0:21 Convert int to bool ( temp bool)
0:21 ival: direct index for structure ( uniform int)
0:21 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:21 Constant:
0:21 0 (const uint)
0:21 true case is null
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Negate conditional ( temp bool)
0:22 Convert float to bool ( temp bool)
0:22 fval: direct index for structure ( uniform float)
0:22 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:22 Constant:
0:22 2 (const uint)
0:22 true case is null
0:25 move second child to first child ( temp 4-component vector of float)
0:25 Color: direct index for structure ( temp 4-component vector of float)
0:25 'psout' ( temp structure{ temp 4-component vector of float Color})
0:25 Constant:
0:25 0 (const int)
0:25 Constant:
0:25 1.000000
0:25 1.000000
0:25 1.000000
0:25 1.000000
0:26 Branch: Return with expression
0:26 'psout' ( temp structure{ temp 4-component vector of float Color})
0:12 Function Definition: main( ( temp void)
0:12 Function Parameters:
0:? Sequence
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:12 Color: direct index for structure ( temp 4-component vector of float)
0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 84
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 81
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
Name 10 "@main("
Name 14 "$Global"
MemberName 14($Global) 0 "ival"
MemberName 14($Global) 1 "ival4"
MemberName 14($Global) 2 "fval"
MemberName 14($Global) 3 "fval4"
Name 16 ""
Name 72 "psout"
Name 81 "@entryPointOutput.Color"
MemberDecorate 14($Global) 0 Offset 0
MemberDecorate 14($Global) 1 Offset 16
MemberDecorate 14($Global) 2 Offset 32
MemberDecorate 14($Global) 3 Offset 48
Decorate 14($Global) Block
Decorate 16 DescriptorSet 0
Decorate 16 Binding 0
Decorate 81(@entryPointOutput.Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4)
9: TypeFunction 8(PS_OUTPUT)
12: TypeInt 32 1
13: TypeVector 12(int) 4
14($Global): TypeStruct 12(int) 13(ivec4) 6(float) 7(fvec4)
15: TypePointer Uniform 14($Global)
16: 15(ptr) Variable Uniform
17: 12(int) Constant 0
18: TypePointer Uniform 12(int)
21: TypeBool
22: TypeInt 32 0
23: 22(int) Constant 0
26: 12(int) Constant 1
27: TypePointer Uniform 13(ivec4)
30: TypeVector 21(bool) 4
31: TypeVector 22(int) 4
32: 31(ivec4) ConstantComposite 23 23 23 23
35: 12(int) Constant 2
36: TypePointer Uniform 6(float)
39: 6(float) Constant 0
42: 12(int) Constant 3
43: TypePointer Uniform 7(fvec4)
46: 7(fvec4) ConstantComposite 39 39 39 39
71: TypePointer Function 8(PS_OUTPUT)
73: 6(float) Constant 1065353216
74: 7(fvec4) ConstantComposite 73 73 73 73
75: TypePointer Function 7(fvec4)
80: TypePointer Output 7(fvec4)
81(@entryPointOutput.Color): 80(ptr) Variable Output
4(main): 2 Function None 3
5: Label
82:8(PS_OUTPUT) FunctionCall 10(@main()
83: 7(fvec4) CompositeExtract 82 0
Store 81(@entryPointOutput.Color) 83
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
72(psout): 71(ptr) Variable Function
19: 18(ptr) AccessChain 16 17
20: 12(int) Load 19
24: 21(bool) INotEqual 20 23
25: 21(bool) LogicalNot 24
28: 27(ptr) AccessChain 16 26
29: 13(ivec4) Load 28
33: 30(bvec4) INotEqual 29 32
34: 30(bvec4) LogicalNot 33
37: 36(ptr) AccessChain 16 35
38: 6(float) Load 37
40: 21(bool) FUnordNotEqual 38 39
41: 21(bool) LogicalNot 40
44: 43(ptr) AccessChain 16 42
45: 7(fvec4) Load 44
47: 30(bvec4) FUnordNotEqual 45 46
48: 30(bvec4) LogicalNot 47
49: 18(ptr) AccessChain 16 17
50: 12(int) Load 49
51: 21(bool) INotEqual 50 23
SelectionMerge 53 None
BranchConditional 51 52 53
52: Label
Branch 53
53: Label
54: 36(ptr) AccessChain 16 35
55: 6(float) Load 54
56: 21(bool) FUnordNotEqual 55 39
SelectionMerge 58 None
BranchConditional 56 57 58
57: Label
Branch 58
58: Label
59: 18(ptr) AccessChain 16 17
60: 12(int) Load 59
61: 21(bool) INotEqual 60 23
62: 21(bool) LogicalNot 61
SelectionMerge 64 None
BranchConditional 62 63 64
63: Label
Branch 64
64: Label
65: 36(ptr) AccessChain 16 35
66: 6(float) Load 65
67: 21(bool) FUnordNotEqual 66 39
68: 21(bool) LogicalNot 67
SelectionMerge 70 None
BranchConditional 68 69 70
69: Label
Branch 70
70: Label
76: 75(ptr) AccessChain 72(psout) 17
Store 76 74
77:8(PS_OUTPUT) Load 72(psout)
ReturnValue 77
FunctionEnd