blob: 85b8fb272b47715af25f4ebef4d41ee188073262 [file] [log] [blame]
hlsl.forLoop.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:? Sequence
0:3 Loop with condition tested first
0:3 No loop condition
0:3 No loop body
0:4 Sequence
0:4 Pre-Increment (temp 4-component vector of float)
0:4 'input' (layout(location=0 ) in 4-component vector of float)
0:4 Loop with condition tested first
0:4 No loop condition
0:4 No loop body
0:? Sequence
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 any (temp bool)
0:5 NotEqual (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 No loop body
0:? Sequence
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 any (temp bool)
0:6 NotEqual (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Loop Body
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:6 Negate value (temp 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Branch: Return
0:7 Sequence
0:7 Pre-Decrement (temp 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 any (temp bool)
0:7 NotEqual (temp 4-component vector of bool)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop Body
0:? Sequence
0:7 Sequence
0:7 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:7 Negate value (temp 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Branch: Return
0:7 Loop Terminal Expression
0:7 add second child into first child (temp 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Constant:
0:7 2.000000
0:? Sequence
0:8 Loop with condition tested first
0:8 No loop condition
0:8 Loop Body
0:8 Test condition and select (temp void)
0:8 Condition
0:8 Compare Greater Than (temp bool)
0:8 direct index (temp float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 2.000000
0:8 true case
0:8 Branch: Break
0:? Sequence
0:9 Loop with condition tested first
0:9 No loop condition
0:9 Loop Body
0:9 Test condition and select (temp void)
0:9 Condition
0:9 Compare Greater Than (temp bool)
0:9 direct index (temp float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 2.000000
0:9 true case
0:9 Branch: Continue
0:11 Sequence
0:11 move second child to first child (temp int)
0:11 'ii' (temp int)
0:11 Constant:
0:11 -1 (const int)
0:11 Loop with condition tested first
0:11 Loop Condition
0:11 Compare Less Than (temp bool)
0:11 'ii' (temp int)
0:11 Constant:
0:11 3 (const int)
0:11 Loop Body
0:11 Test condition and select (temp void)
0:11 Condition
0:11 Compare Equal (temp bool)
0:11 'ii' (temp int)
0:11 Constant:
0:11 2 (const int)
0:11 true case
0:11 Branch: Continue
0:11 Loop Terminal Expression
0:11 Pre-Increment (temp int)
0:11 'ii' (temp int)
0:12 Pre-Decrement (temp float)
0:12 'ii' (temp float)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:? Sequence
0:3 Loop with condition tested first
0:3 No loop condition
0:3 No loop body
0:4 Sequence
0:4 Pre-Increment (temp 4-component vector of float)
0:4 'input' (layout(location=0 ) in 4-component vector of float)
0:4 Loop with condition tested first
0:4 No loop condition
0:4 No loop body
0:? Sequence
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 any (temp bool)
0:5 NotEqual (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 No loop body
0:? Sequence
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 any (temp bool)
0:6 NotEqual (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Loop Body
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:6 Negate value (temp 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Branch: Return
0:7 Sequence
0:7 Pre-Decrement (temp 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 any (temp bool)
0:7 NotEqual (temp 4-component vector of bool)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop Body
0:? Sequence
0:7 Sequence
0:7 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:7 Negate value (temp 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Branch: Return
0:7 Loop Terminal Expression
0:7 add second child into first child (temp 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Constant:
0:7 2.000000
0:? Sequence
0:8 Loop with condition tested first
0:8 No loop condition
0:8 Loop Body
0:8 Test condition and select (temp void)
0:8 Condition
0:8 Compare Greater Than (temp bool)
0:8 direct index (temp float)
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 2.000000
0:8 true case
0:8 Branch: Break
0:? Sequence
0:9 Loop with condition tested first
0:9 No loop condition
0:9 Loop Body
0:9 Test condition and select (temp void)
0:9 Condition
0:9 Compare Greater Than (temp bool)
0:9 direct index (temp float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 2.000000
0:9 true case
0:9 Branch: Continue
0:11 Sequence
0:11 move second child to first child (temp int)
0:11 'ii' (temp int)
0:11 Constant:
0:11 -1 (const int)
0:11 Loop with condition tested first
0:11 Loop Condition
0:11 Compare Less Than (temp bool)
0:11 'ii' (temp int)
0:11 Constant:
0:11 3 (const int)
0:11 Loop Body
0:11 Test condition and select (temp void)
0:11 Condition
0:11 Compare Equal (temp bool)
0:11 'ii' (temp int)
0:11 Constant:
0:11 2 (const int)
0:11 true case
0:11 Branch: Continue
0:11 Loop Terminal Expression
0:11 Pre-Increment (temp int)
0:11 'ii' (temp int)
0:12 Pre-Decrement (temp float)
0:12 'ii' (temp float)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 114
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 13 43
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 13 "input"
Name 43 "@entryPointOutput"
Name 91 "ii"
Name 111 "ii"
Decorate 13(input) Location 0
Decorate 43(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
10: TypeFloat 32
11: TypeVector 10(float) 4
12: TypePointer Input 11(fvec4)
13(input): 12(ptr) Variable Input
15: 10(float) Constant 1065353216
29: TypeBool
30: TypeVector 29(bool) 4
42: TypePointer Output 11(fvec4)
43(@entryPointOutput): 42(ptr) Variable Output
62: 10(float) Constant 1073741824
70: TypeInt 32 0
71: 70(int) Constant 0
72: TypePointer Input 10(float)
89: TypeInt 32 1
90: TypePointer Function 89(int)
92: 89(int) Constant 4294967295
99: 89(int) Constant 3
102: 89(int) Constant 2
108: 89(int) Constant 1
110: TypePointer Function 10(float)
4(PixelShaderFunction): 2 Function None 3
5: Label
91(ii): 90(ptr) Variable Function
111(ii): 110(ptr) Variable Function
Branch 6
6: Label
LoopMerge 8 9 None
Branch 7
7: Label
Branch 9
9: Label
Branch 6
8: Label
14: 11(fvec4) Load 13(input)
16: 11(fvec4) CompositeConstruct 15 15 15 15
17: 11(fvec4) FAdd 14 16
Store 13(input) 17
Branch 18
18: Label
LoopMerge 20 21 None
Branch 19
19: Label
Branch 21
21: Label
Branch 18
20: Label
Branch 22
22: Label
LoopMerge 24 25 None
Branch 26
26: Label
27: 11(fvec4) Load 13(input)
28: 11(fvec4) Load 13(input)
31: 30(bvec4) FOrdNotEqual 27 28
32: 29(bool) Any 31
BranchConditional 32 23 24
23: Label
Branch 25
25: Label
Branch 22
24: Label
Branch 33
33: Label
LoopMerge 35 36 None
Branch 37
37: Label
38: 11(fvec4) Load 13(input)
39: 11(fvec4) Load 13(input)
40: 30(bvec4) FOrdNotEqual 38 39
41: 29(bool) Any 40
BranchConditional 41 34 35
34: Label
44: 11(fvec4) Load 13(input)
45: 11(fvec4) FNegate 44
Store 43(@entryPointOutput) 45
Return
36: Label
Branch 33
35: Label
47: 11(fvec4) Load 13(input)
48: 11(fvec4) CompositeConstruct 15 15 15 15
49: 11(fvec4) FSub 47 48
Store 13(input) 49
Branch 50
50: Label
LoopMerge 52 53 None
Branch 54
54: Label
55: 11(fvec4) Load 13(input)
56: 11(fvec4) Load 13(input)
57: 30(bvec4) FOrdNotEqual 55 56
58: 29(bool) Any 57
BranchConditional 58 51 52
51: Label
59: 11(fvec4) Load 13(input)
60: 11(fvec4) FNegate 59
Store 43(@entryPointOutput) 60
Return
53: Label
63: 11(fvec4) Load 13(input)
64: 11(fvec4) CompositeConstruct 62 62 62 62
65: 11(fvec4) FAdd 63 64
Store 13(input) 65
Branch 50
52: Label
Branch 66
66: Label
LoopMerge 68 69 None
Branch 67
67: Label
73: 72(ptr) AccessChain 13(input) 71
74: 10(float) Load 73
75: 29(bool) FOrdGreaterThan 74 62
SelectionMerge 77 None
BranchConditional 75 76 77
76: Label
Branch 68
77: Label
Branch 69
69: Label
Branch 66
68: Label
Branch 79
79: Label
LoopMerge 81 82 None
Branch 80
80: Label
83: 72(ptr) AccessChain 13(input) 71
84: 10(float) Load 83
85: 29(bool) FOrdGreaterThan 84 62
SelectionMerge 87 None
BranchConditional 85 86 87
86: Label
Branch 82
87: Label
Branch 82
82: Label
Branch 79
81: Label
Store 91(ii) 92
Branch 93
93: Label
LoopMerge 95 96 None
Branch 97
97: Label
98: 89(int) Load 91(ii)
100: 29(bool) SLessThan 98 99
BranchConditional 100 94 95
94: Label
101: 89(int) Load 91(ii)
103: 29(bool) IEqual 101 102
SelectionMerge 105 None
BranchConditional 103 104 105
104: Label
Branch 96
105: Label
Branch 96
96: Label
107: 89(int) Load 91(ii)
109: 89(int) IAdd 107 108
Store 91(ii) 109
Branch 93
95: Label
112: 10(float) Load 111(ii)
113: 10(float) FSub 112 15
Store 111(ii) 113
Return
FunctionEnd