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231 lines
9.8 KiB
231 lines
9.8 KiB
hlsl.specConstant.frag
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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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0:6 Function Definition: @main( ( temp 4-component vector of float)
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0:6 Function Parameters:
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child ( temp uint)
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0:8 'i' ( temp uint)
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0:8 Constant:
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0:8 0 (const uint)
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0:8 Loop with condition tested first
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0:8 Loop Condition
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0:8 Compare Less Than ( temp bool)
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0:8 'i' ( temp uint)
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0:8 indirect index ( const uint)
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0:8 Constant:
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0:8 10 (const uint)
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0:8 20 (const uint)
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0:8 30 (const uint)
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0:8 40 (const uint)
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0:8 'index' ( specialization-constant const uint)
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0:8 2 (const uint)
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0:8 Loop Body
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0:9 move second child to first child ( temp 4-component vector of float)
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0:9 'r' ( temp 4-component vector of float)
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0:9 Construct vec4 ( temp 4-component vector of float)
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0:9 Convert uint to float ( temp float)
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0:9 'i' ( temp uint)
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0:8 Loop Terminal Expression
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0:8 Post-Increment ( temp uint)
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0:8 'i' ( temp uint)
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0:11 add second child into first child ( temp 4-component vector of float)
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0:11 'r' ( temp 4-component vector of float)
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0:11 Convert uint to float ( temp float)
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0:11 add ( specialization-constant const uint)
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0:11 'index' ( specialization-constant const uint)
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0:11 2 (const uint)
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0:11 'index' ( specialization-constant const uint)
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0:11 2 (const uint)
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0:12 add second child into first child ( temp 4-component vector of float)
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0:12 'r' ( temp 4-component vector of float)
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0:12 Convert uint to float ( temp float)
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0:12 component-wise multiply ( specialization-constant const uint)
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0:12 Constant:
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0:12 2 (const uint)
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0:12 'index' ( specialization-constant const uint)
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0:12 2 (const uint)
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0:14 Branch: Return with expression
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0:14 'r' ( temp 4-component vector of float)
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0:6 Function Definition: main( ( temp void)
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0:6 Function Parameters:
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0:? Sequence
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0:6 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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0:6 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'index' ( specialization-constant const uint)
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0:? 2 (const uint)
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0:? 'array' ( const 4-element array of uint)
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0:? 10 (const uint)
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0:? 20 (const uint)
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0:? 30 (const uint)
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0:? 40 (const uint)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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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
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0:6 Function Definition: @main( ( temp 4-component vector of float)
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0:6 Function Parameters:
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child ( temp uint)
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0:8 'i' ( temp uint)
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0:8 Constant:
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0:8 0 (const uint)
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0:8 Loop with condition tested first
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0:8 Loop Condition
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0:8 Compare Less Than ( temp bool)
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0:8 'i' ( temp uint)
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0:8 indirect index ( const uint)
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0:8 Constant:
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0:8 10 (const uint)
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0:8 20 (const uint)
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0:8 30 (const uint)
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0:8 40 (const uint)
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0:8 'index' ( specialization-constant const uint)
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0:8 2 (const uint)
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0:8 Loop Body
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0:9 move second child to first child ( temp 4-component vector of float)
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0:9 'r' ( temp 4-component vector of float)
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0:9 Construct vec4 ( temp 4-component vector of float)
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0:9 Convert uint to float ( temp float)
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0:9 'i' ( temp uint)
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0:8 Loop Terminal Expression
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0:8 Post-Increment ( temp uint)
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0:8 'i' ( temp uint)
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0:11 add second child into first child ( temp 4-component vector of float)
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0:11 'r' ( temp 4-component vector of float)
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0:11 Convert uint to float ( temp float)
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0:11 add ( specialization-constant const uint)
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0:11 'index' ( specialization-constant const uint)
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0:11 2 (const uint)
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0:11 'index' ( specialization-constant const uint)
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0:11 2 (const uint)
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0:12 add second child into first child ( temp 4-component vector of float)
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0:12 'r' ( temp 4-component vector of float)
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0:12 Convert uint to float ( temp float)
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0:12 component-wise multiply ( specialization-constant const uint)
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0:12 Constant:
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0:12 2 (const uint)
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0:12 'index' ( specialization-constant const uint)
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0:12 2 (const uint)
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0:14 Branch: Return with expression
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0:14 'r' ( temp 4-component vector of float)
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0:6 Function Definition: main( ( temp void)
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0:6 Function Parameters:
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0:? Sequence
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0:6 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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0:6 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'index' ( specialization-constant const uint)
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0:? 2 (const uint)
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0:? 'array' ( const 4-element array of uint)
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0:? 10 (const uint)
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0:? 20 (const uint)
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0:? 30 (const uint)
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0:? 40 (const uint)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 61
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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" 59
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 9 "@main("
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Name 13 "i"
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Name 28 "index"
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Name 30 "indexable"
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Name 36 "r"
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Name 59 "@entryPointOutput"
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Decorate 28(index) SpecId 0
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Decorate 59(@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: TypeFunction 7(fvec4)
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11: TypeInt 32 0
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12: TypePointer Function 11(int)
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14: 11(int) Constant 0
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21: 11(int) Constant 4
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22: TypeArray 11(int) 21
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23: 11(int) Constant 10
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24: 11(int) Constant 20
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25: 11(int) Constant 30
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26: 11(int) Constant 40
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27: 22 ConstantComposite 23 24 25 26
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28(index): 11(int) SpecConstant 2
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29: TypePointer Function 22
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33: TypeBool
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35: TypePointer Function 7(fvec4)
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41: TypeInt 32 1
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42: 41(int) Constant 1
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44: 11(int) SpecConstantOp 128 28(index) 28(index)
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49: 11(int) Constant 2
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50: 11(int) SpecConstantOp 132 49 28(index)
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58: TypePointer Output 7(fvec4)
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59(@entryPointOutput): 58(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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60: 7(fvec4) FunctionCall 9(@main()
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Store 59(@entryPointOutput) 60
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Return
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FunctionEnd
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9(@main(): 7(fvec4) Function None 8
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10: Label
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13(i): 12(ptr) Variable Function
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30(indexable): 29(ptr) Variable Function
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36(r): 35(ptr) Variable Function
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Store 13(i) 14
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Branch 15
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15: Label
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LoopMerge 17 18 None
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Branch 19
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19: Label
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20: 11(int) Load 13(i)
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Store 30(indexable) 27
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31: 12(ptr) AccessChain 30(indexable) 28(index)
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32: 11(int) Load 31
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34: 33(bool) ULessThan 20 32
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BranchConditional 34 16 17
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16: Label
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37: 11(int) Load 13(i)
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38: 6(float) ConvertUToF 37
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39: 7(fvec4) CompositeConstruct 38 38 38 38
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Store 36(r) 39
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Branch 18
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18: Label
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40: 11(int) Load 13(i)
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43: 11(int) IAdd 40 42
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Store 13(i) 43
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Branch 15
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17: Label
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45: 6(float) ConvertUToF 44
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46: 7(fvec4) Load 36(r)
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47: 7(fvec4) CompositeConstruct 45 45 45 45
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48: 7(fvec4) FAdd 46 47
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Store 36(r) 48
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51: 6(float) ConvertUToF 50
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52: 7(fvec4) Load 36(r)
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53: 7(fvec4) CompositeConstruct 51 51 51 51
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54: 7(fvec4) FAdd 52 53
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Store 36(r) 54
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55: 7(fvec4) Load 36(r)
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ReturnValue 55
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FunctionEnd
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