blob: a70bba60fb62381dabf5595ff2b198d20b86bf0a [file] [log] [blame]
hlsl.struct.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:40 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (in 4-component vector of float)
0:? Sequence
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:37 move second child to first child (temp 4-component vector of float)
0:37 i: direct index for structure (temp 4-component vector of float)
0:37 's2' (global structure{temp 4-component vector of float i})
0:37 Constant:
0:37 0 (const int)
0:37 ff4: direct index for structure (temp 4-component vector of float FragCoord)
0:37 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
0:37 Constant:
0:37 7 (const int)
0:39 Branch: Return with expression
0:39 'input' (in 4-component vector of float)
0:? Linker Objects
0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:40 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (in 4-component vector of float)
0:? Sequence
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:37 move second child to first child (temp 4-component vector of float)
0:37 i: direct index for structure (temp 4-component vector of float)
0:37 's2' (global structure{temp 4-component vector of float i})
0:37 Constant:
0:37 0 (const int)
0:37 ff4: direct index for structure (temp 4-component vector of float FragCoord)
0:37 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
0:37 Constant:
0:37 7 (const int)
0:39 Branch: Return with expression
0:39 'input' (in 4-component vector of float)
0:? Linker Objects
0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 40
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 34
ExecutionMode 4 OriginUpperLeft
Source HLSL 450
Name 4 "PixelShaderFunction"
Name 8 "FS"
MemberName 8(FS) 0 "b3"
Name 10 "s3"
Name 19 ""
MemberName 19 0 "i"
Name 21 "s2"
Name 25 ""
MemberName 25 0 "a"
MemberName 25 1 "b"
MemberName 25 2 "c"
MemberName 25 3 "d"
MemberName 25 4 "ff1"
MemberName 25 5 "ff2"
MemberName 25 6 "ff3"
MemberName 25 7 "ff4"
Name 27 "s4"
Name 34 "input"
Name 37 "myS"
MemberName 37(myS) 0 "b"
MemberName 37(myS) 1 "c"
MemberName 37(myS) 2 "a"
MemberName 37(myS) 3 "d"
Name 39 "s1"
MemberDecorate 25 4 BuiltIn FrontFacing
MemberDecorate 25 7 BuiltIn FragCoord
2: TypeVoid
3: TypeFunction 2
6: TypeBool
7: TypeVector 6(bool) 3
8(FS): TypeStruct 7(bvec3)
9: TypePointer Function 8(FS)
17: TypeFloat 32
18: TypeVector 17(float) 4
19: TypeStruct 18(fvec4)
20: TypePointer Private 19(struct)
21(s2): 20(ptr) Variable Private
22: TypeInt 32 1
23: 22(int) Constant 0
24: TypeVector 17(float) 2
25: TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4)
26: TypePointer Private 25(struct)
27(s4): 26(ptr) Variable Private
28: 22(int) Constant 7
29: TypePointer Private 18(fvec4)
33: TypePointer Input 18(fvec4)
34(input): 33(ptr) Variable Input
37(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
38: TypePointer Private 37(myS)
39(s1): 38(ptr) Variable Private
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
11: 8(FS) Load 10(s3)
12: 8(FS) Load 10(s3)
13: 7(bvec3) CompositeExtract 11 0
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
30: 29(ptr) AccessChain 27(s4) 28
31: 18(fvec4) Load 30
32: 29(ptr) AccessChain 21(s2) 23
Store 32 31
35: 18(fvec4) Load 34(input)
ReturnValue 35
FunctionEnd