blob: 9e6593ee6a141fd2b07cab4146a47621f26a99ed [file] [log] [blame]
hlsl.logical.binary.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:12 Function Parameters:
0:? Sequence
0:13 Test condition and select (temp void)
0:13 Condition
0:13 logical-and (temp bool)
0:13 Convert int to bool (temp bool)
0:13 ival: direct index for structure (layout(offset=0 ) uniform int)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:13 Convert int to bool (temp bool)
0:13 Convert float to int (temp int)
0:13 fval: direct index for structure (layout(offset=32 ) uniform float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
0:13 Constant:
0:13 2 (const uint)
0:13 true case is null
0:14 Test condition and select (temp void)
0:14 Condition
0:14 logical-or (temp bool)
0:14 Convert int to bool (temp bool)
0:14 ival: direct index for structure (layout(offset=0 ) uniform int)
0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
0:14 Constant:
0:14 0 (const uint)
0:14 Convert int to bool (temp bool)
0:14 Convert float to int (temp int)
0:14 fval: direct index for structure (layout(offset=32 ) uniform float)
0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
0:14 Constant:
0:14 2 (const uint)
0:14 true case is null
0:17 move second child to first child (temp 4-component vector of float)
0:17 Color: direct index for structure (temp 4-component vector of float)
0:17 'psout' (temp structure{temp 4-component vector of float Color})
0:17 Constant:
0:17 0 (const int)
0:17 Constant:
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:18 Sequence
0:18 Sequence
0:18 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:18 Color: direct index for structure (temp 4-component vector of float)
0:18 'psout' (temp structure{temp 4-component vector of float Color})
0:18 Constant:
0:18 0 (const int)
0:18 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:12 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:12 Function Parameters:
0:? Sequence
0:13 Test condition and select (temp void)
0:13 Condition
0:13 logical-and (temp bool)
0:13 Convert int to bool (temp bool)
0:13 ival: direct index for structure (layout(offset=0 ) uniform int)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:13 Convert int to bool (temp bool)
0:13 Convert float to int (temp int)
0:13 fval: direct index for structure (layout(offset=32 ) uniform float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
0:13 Constant:
0:13 2 (const uint)
0:13 true case is null
0:14 Test condition and select (temp void)
0:14 Condition
0:14 logical-or (temp bool)
0:14 Convert int to bool (temp bool)
0:14 ival: direct index for structure (layout(offset=0 ) uniform int)
0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
0:14 Constant:
0:14 0 (const uint)
0:14 Convert int to bool (temp bool)
0:14 Convert float to int (temp int)
0:14 fval: direct index for structure (layout(offset=32 ) uniform float)
0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
0:14 Constant:
0:14 2 (const uint)
0:14 true case is null
0:17 move second child to first child (temp 4-component vector of float)
0:17 Color: direct index for structure (temp 4-component vector of float)
0:17 'psout' (temp structure{temp 4-component vector of float Color})
0:17 Constant:
0:17 0 (const int)
0:17 Constant:
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:18 Sequence
0:18 Sequence
0:18 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:18 Color: direct index for structure (temp 4-component vector of float)
0:18 'psout' (temp structure{temp 4-component vector of float Color})
0:18 Constant:
0:18 0 (const int)
0:18 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 57
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 53
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 11 "$Global"
MemberName 11($Global) 0 "ival"
MemberName 11($Global) 1 "ival4"
MemberName 11($Global) 2 "fval"
MemberName 11($Global) 3 "fval4"
Name 13 ""
Name 45 "PS_OUTPUT"
MemberName 45(PS_OUTPUT) 0 "Color"
Name 47 "psout"
Name 53 "Color"
MemberDecorate 11($Global) 0 Offset 0
MemberDecorate 11($Global) 1 Offset 16
MemberDecorate 11($Global) 2 Offset 32
MemberDecorate 11($Global) 3 Offset 48
Decorate 11($Global) Block
Decorate 13 DescriptorSet 0
Decorate 53(Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeBool
7: TypeInt 32 1
8: TypeVector 7(int) 4
9: TypeFloat 32
10: TypeVector 9(float) 4
11($Global): TypeStruct 7(int) 8(ivec4) 9(float) 10(fvec4)
12: TypePointer Uniform 11($Global)
13: 12(ptr) Variable Uniform
14: 7(int) Constant 0
15: TypePointer Uniform 7(int)
18: TypeInt 32 0
19: 18(int) Constant 0
23: 7(int) Constant 2
24: TypePointer Uniform 9(float)
45(PS_OUTPUT): TypeStruct 10(fvec4)
46: TypePointer Function 45(PS_OUTPUT)
48: 9(float) Constant 1065353216
49: 10(fvec4) ConstantComposite 48 48 48 48
50: TypePointer Function 10(fvec4)
52: TypePointer Output 10(fvec4)
53(Color): 52(ptr) Variable Output
4(main): 2 Function None 3
5: Label
47(psout): 46(ptr) Variable Function
16: 15(ptr) AccessChain 13 14
17: 7(int) Load 16
20: 6(bool) INotEqual 17 19
SelectionMerge 22 None
BranchConditional 20 21 22
21: Label
25: 24(ptr) AccessChain 13 23
26: 9(float) Load 25
27: 7(int) ConvertFToS 26
28: 6(bool) INotEqual 27 19
Branch 22
22: Label
29: 6(bool) Phi 20 5 28 21
SelectionMerge 31 None
BranchConditional 29 30 31
30: Label
Branch 31
31: Label
32: 15(ptr) AccessChain 13 14
33: 7(int) Load 32
34: 6(bool) INotEqual 33 19
35: 6(bool) LogicalNot 34
SelectionMerge 37 None
BranchConditional 35 36 37
36: Label
38: 24(ptr) AccessChain 13 23
39: 9(float) Load 38
40: 7(int) ConvertFToS 39
41: 6(bool) INotEqual 40 19
Branch 37
37: Label
42: 6(bool) Phi 34 31 41 36
SelectionMerge 44 None
BranchConditional 42 43 44
43: Label
Branch 44
44: Label
51: 50(ptr) AccessChain 47(psout) 14
Store 51 49
54: 50(ptr) AccessChain 47(psout) 14
55: 10(fvec4) Load 54
Store 53(Color) 55
Return
FunctionEnd