blob: 0e49caf177f1d66fbadd58afa797502ca7a11ed1 [file] [log] [blame]
hlsl.doLoop.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
0:3 Loop with condition not tested first
0:3 Loop Condition
0:3 Constant:
0:3 false (const bool)
0:3 No loop body
0:4 Loop with condition not tested first
0:4 Loop Condition
0:4 Constant:
0:4 false (const bool)
0:4 No loop body
0:5 Loop with condition not tested first
0:5 Loop Condition
0:5 all (global bool)
0:5 Equal (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 Loop Body
0:5 Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Branch: Return
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
0:3 Loop with condition not tested first
0:3 Loop Condition
0:3 Constant:
0:3 false (const bool)
0:3 No loop body
0:4 Loop with condition not tested first
0:4 Loop Condition
0:4 Constant:
0:4 false (const bool)
0:4 No loop body
0:5 Loop with condition not tested first
0:5 Loop Condition
0:5 all (global bool)
0:5 Equal (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 Loop Body
0:5 Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Branch: Return
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 33
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 23 25
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 23 "@entryPointOutput"
Name 25 "input"
Decorate 23(@entryPointOutput) Location 0
Decorate 25(input) Location 0
2: TypeVoid
3: TypeFunction 2
10: TypeBool
11: 10(bool) ConstantFalse
20: TypeFloat 32
21: TypeVector 20(float) 4
22: TypePointer Output 21(fvec4)
23(@entryPointOutput): 22(ptr) Variable Output
24: TypePointer Input 21(fvec4)
25(input): 24(ptr) Variable Input
30: TypeVector 10(bool) 4
4(PixelShaderFunction): 2 Function None 3
5: Label
Branch 6
6: Label
LoopMerge 8 9 None
Branch 7
7: Label
Branch 9
9: Label
BranchConditional 11 6 8
8: Label
Branch 12
12: Label
LoopMerge 14 15 None
Branch 13
13: Label
Branch 15
15: Label
BranchConditional 11 12 14
14: Label
Branch 16
16: Label
LoopMerge 18 19 None
Branch 17
17: Label
26: 21(fvec4) Load 25(input)
Store 23(@entryPointOutput) 26
Return
19: Label
28: 21(fvec4) Load 25(input)
29: 21(fvec4) Load 25(input)
31: 30(bvec4) FOrdEqual 28 29
32: 10(bool) All 31
BranchConditional 32 16 18
18: Label
Return
FunctionEnd