blob: 2c7425e18a1c3f96263c1443bbddfd4df37e3535 [file] [log] [blame]
hlsl.promote.binary.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:14 Function Parameters:
0:? Sequence
0:15 mod (temp float)
0:15 Convert int to float (temp float)
0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:15 Constant:
0:15 2 (const uint)
0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:15 Constant:
0:15 4 (const uint)
0:16 mod (temp 4-component vector of float)
0:16 Convert int to float (temp 4-component vector of float)
0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:16 Constant:
0:16 3 (const uint)
0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:16 Constant:
0:16 5 (const uint)
0:18 mod (temp float)
0:18 Convert bool to float (temp float)
0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:18 Constant:
0:18 0 (const uint)
0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:18 Constant:
0:18 4 (const uint)
0:19 mod (temp 4-component vector of float)
0:19 Convert bool to float (temp 4-component vector of float)
0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:19 Constant:
0:19 1 (const uint)
0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:19 Constant:
0:19 5 (const uint)
0:21 Sequence
0:21 move second child to first child (temp int)
0:21 'l_int' (temp int)
0:21 Constant:
0:21 1 (const int)
0:22 mod second child into first child (temp int)
0:22 'l_int' (temp int)
0:22 Convert float to int (temp int)
0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:22 Constant:
0:22 4 (const uint)
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 0.000000
0:25 0.000000
0:25 0.000000
0:25 0.000000
0:26 Sequence
0:26 Sequence
0:26 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:26 Color: direct index for structure (temp 4-component vector of float)
0:26 'psout' (temp structure{temp 4-component vector of float Color})
0:26 Constant:
0:26 0 (const int)
0:26 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:14 Function Parameters:
0:? Sequence
0:15 mod (temp float)
0:15 Convert int to float (temp float)
0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:15 Constant:
0:15 2 (const uint)
0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:15 Constant:
0:15 4 (const uint)
0:16 mod (temp 4-component vector of float)
0:16 Convert int to float (temp 4-component vector of float)
0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:16 Constant:
0:16 3 (const uint)
0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:16 Constant:
0:16 5 (const uint)
0:18 mod (temp float)
0:18 Convert bool to float (temp float)
0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:18 Constant:
0:18 0 (const uint)
0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:18 Constant:
0:18 4 (const uint)
0:19 mod (temp 4-component vector of float)
0:19 Convert bool to float (temp 4-component vector of float)
0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:19 Constant:
0:19 1 (const uint)
0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:19 Constant:
0:19 5 (const uint)
0:21 Sequence
0:21 move second child to first child (temp int)
0:21 'l_int' (temp int)
0:21 Constant:
0:21 1 (const int)
0:22 mod second child into first child (temp int)
0:22 'l_int' (temp int)
0:22 Convert float to int (temp int)
0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
0:22 Constant:
0:22 4 (const uint)
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 0.000000
0:25 0.000000
0:25 0.000000
0:25 0.000000
0:26 Sequence
0:26 Sequence
0:26 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:26 Color: direct index for structure (temp 4-component vector of float)
0:26 'psout' (temp structure{temp 4-component vector of float Color})
0:26 Constant:
0:26 0 (const int)
0:26 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 78
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 74
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 12 "$Global"
MemberName 12($Global) 0 "bval"
MemberName 12($Global) 1 "bval4"
MemberName 12($Global) 2 "ival"
MemberName 12($Global) 3 "ival4"
MemberName 12($Global) 4 "fval"
MemberName 12($Global) 5 "fval4"
Name 14 ""
Name 62 "l_int"
Name 68 "PS_OUTPUT"
MemberName 68(PS_OUTPUT) 0 "Color"
Name 70 "psout"
Name 74 "Color"
MemberDecorate 12($Global) 0 Offset 0
MemberDecorate 12($Global) 1 Offset 16
MemberDecorate 12($Global) 2 Offset 32
MemberDecorate 12($Global) 3 Offset 48
MemberDecorate 12($Global) 4 Offset 64
MemberDecorate 12($Global) 5 Offset 80
Decorate 12($Global) Block
Decorate 14 DescriptorSet 0
Decorate 74(Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 0
7: TypeVector 6(int) 4
8: TypeInt 32 1
9: TypeVector 8(int) 4
10: TypeFloat 32
11: TypeVector 10(float) 4
12($Global): TypeStruct 6(int) 7(ivec4) 8(int) 9(ivec4) 10(float) 11(fvec4)
13: TypePointer Uniform 12($Global)
14: 13(ptr) Variable Uniform
15: 8(int) Constant 2
16: TypePointer Uniform 8(int)
20: 8(int) Constant 4
21: TypePointer Uniform 10(float)
25: 8(int) Constant 3
26: TypePointer Uniform 9(ivec4)
30: 8(int) Constant 5
31: TypePointer Uniform 11(fvec4)
35: 8(int) Constant 0
36: TypePointer Uniform 6(int)
39: TypeBool
40: 6(int) Constant 0
42: 10(float) Constant 0
43: 10(float) Constant 1065353216
48: 8(int) Constant 1
49: TypePointer Uniform 7(ivec4)
52: TypeVector 39(bool) 4
53: 7(ivec4) ConstantComposite 40 40 40 40
55: 11(fvec4) ConstantComposite 42 42 42 42
56: 11(fvec4) ConstantComposite 43 43 43 43
61: TypePointer Function 8(int)
68(PS_OUTPUT): TypeStruct 11(fvec4)
69: TypePointer Function 68(PS_OUTPUT)
71: TypePointer Function 11(fvec4)
73: TypePointer Output 11(fvec4)
74(Color): 73(ptr) Variable Output
4(main): 2 Function None 3
5: Label
62(l_int): 61(ptr) Variable Function
70(psout): 69(ptr) Variable Function
17: 16(ptr) AccessChain 14 15
18: 8(int) Load 17
19: 10(float) ConvertSToF 18
22: 21(ptr) AccessChain 14 20
23: 10(float) Load 22
24: 10(float) FMod 19 23
27: 26(ptr) AccessChain 14 25
28: 9(ivec4) Load 27
29: 11(fvec4) ConvertSToF 28
32: 31(ptr) AccessChain 14 30
33: 11(fvec4) Load 32
34: 11(fvec4) FMod 29 33
37: 36(ptr) AccessChain 14 35
38: 6(int) Load 37
41: 39(bool) INotEqual 38 40
44: 10(float) Select 41 43 42
45: 21(ptr) AccessChain 14 20
46: 10(float) Load 45
47: 10(float) FMod 44 46
50: 49(ptr) AccessChain 14 48
51: 7(ivec4) Load 50
54: 52(bvec4) INotEqual 51 53
57: 11(fvec4) Select 54 56 55
58: 31(ptr) AccessChain 14 30
59: 11(fvec4) Load 58
60: 11(fvec4) FMod 57 59
Store 62(l_int) 48
63: 21(ptr) AccessChain 14 20
64: 10(float) Load 63
65: 8(int) ConvertFToS 64
66: 8(int) Load 62(l_int)
67: 8(int) SMod 66 65
Store 62(l_int) 67
72: 71(ptr) AccessChain 70(psout) 35
Store 72 55
75: 71(ptr) AccessChain 70(psout) 35
76: 11(fvec4) Load 75
Store 74(Color) 76
Return
FunctionEnd