File: BestMatchFunction.vert.out

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BestMatchFunction.vert
Shader version: 150
Requested GL_ARB_gpu_shader5
0:? Sequence
0:7  Function Definition: f(vf4;vf4; ( global 4-component vector of float)
0:7    Function Parameters: 
0:7      'a' ( in 4-component vector of float)
0:7      'b' ( in 4-component vector of float)
0:7    Sequence
0:7      Branch: Return with expression
0:7        component-wise multiply ( temp 4-component vector of float)
0:7          'a' ( in 4-component vector of float)
0:7          'b' ( in 4-component vector of float)
0:8  Function Definition: f(vu4;vu4; ( global 4-component vector of float)
0:8    Function Parameters: 
0:8      'a' ( in 4-component vector of uint)
0:8      'b' ( in 4-component vector of uint)
0:8    Sequence
0:8      Branch: Return with expression
0:8        Convert uint to float ( temp 4-component vector of float)
0:8          subtract ( temp 4-component vector of uint)
0:8            'a' ( in 4-component vector of uint)
0:8            'b' ( in 4-component vector of uint)
0:10  Function Definition: main( ( global void)
0:10    Function Parameters: 
0:12    Sequence
0:12      move second child to first child ( temp 4-component vector of float)
0:12        'result' ( smooth out 4-component vector of float)
0:12        Function Call: f(vu4;vu4; ( global 4-component vector of float)
0:12          Convert int to uint ( temp 4-component vector of uint)
0:12            'u1' ( uniform 4-component vector of int)
0:12          'u2' ( uniform 4-component vector of uint)
0:13      switch
0:13      condition
0:13        'gl_VertexID' ( gl_VertexId int VertexId)
0:13      body
0:13        Sequence
0:15          case:  with expression
0:15            Constant:
0:15              0 (const int)
0:?           Sequence
0:15            move second child to first child ( temp 4-component vector of float)
0:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:15                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:15                Constant:
0:15                  0 (const uint)
0:15              Constant:
0:15                -1.000000
0:15                1.000000
0:15                0.000000
0:15                1.000000
0:15            Branch: Break
0:16          case:  with expression
0:16            Constant:
0:16              1 (const int)
0:?           Sequence
0:16            move second child to first child ( temp 4-component vector of float)
0:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:16                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:16                Constant:
0:16                  0 (const uint)
0:16              Constant:
0:16                1.000000
0:16                1.000000
0:16                0.000000
0:16                1.000000
0:16            Branch: Break
0:17          case:  with expression
0:17            Constant:
0:17              2 (const int)
0:?           Sequence
0:17            move second child to first child ( temp 4-component vector of float)
0:17              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:17                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:17                Constant:
0:17                  0 (const uint)
0:17              Constant:
0:17                -1.000000
0:17                -1.000000
0:17                0.000000
0:17                1.000000
0:17            Branch: Break
0:18          case:  with expression
0:18            Constant:
0:18              3 (const int)
0:?           Sequence
0:18            move second child to first child ( temp 4-component vector of float)
0:18              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:18                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:18                Constant:
0:18                  0 (const uint)
0:18              Constant:
0:18                1.000000
0:18                -1.000000
0:18                0.000000
0:18                1.000000
0:18            Branch: Break
0:?   Linker Objects
0:?     'u1' ( uniform 4-component vector of int)
0:?     'u2' ( uniform 4-component vector of uint)
0:?     'result' ( smooth out 4-component vector of float)
0:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)


Linked vertex stage:


Shader version: 150
Requested GL_ARB_gpu_shader5
0:? Sequence
0:8  Function Definition: f(vu4;vu4; ( global 4-component vector of float)
0:8    Function Parameters: 
0:8      'a' ( in 4-component vector of uint)
0:8      'b' ( in 4-component vector of uint)
0:8    Sequence
0:8      Branch: Return with expression
0:8        Convert uint to float ( temp 4-component vector of float)
0:8          subtract ( temp 4-component vector of uint)
0:8            'a' ( in 4-component vector of uint)
0:8            'b' ( in 4-component vector of uint)
0:10  Function Definition: main( ( global void)
0:10    Function Parameters: 
0:12    Sequence
0:12      move second child to first child ( temp 4-component vector of float)
0:12        'result' ( smooth out 4-component vector of float)
0:12        Function Call: f(vu4;vu4; ( global 4-component vector of float)
0:12          Convert int to uint ( temp 4-component vector of uint)
0:12            'u1' ( uniform 4-component vector of int)
0:12          'u2' ( uniform 4-component vector of uint)
0:13      switch
0:13      condition
0:13        'gl_VertexID' ( gl_VertexId int VertexId)
0:13      body
0:13        Sequence
0:15          case:  with expression
0:15            Constant:
0:15              0 (const int)
0:?           Sequence
0:15            move second child to first child ( temp 4-component vector of float)
0:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:15                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
0:15                Constant:
0:15                  0 (const uint)
0:15              Constant:
0:15                -1.000000
0:15                1.000000
0:15                0.000000
0:15                1.000000
0:15            Branch: Break
0:16          case:  with expression
0:16            Constant:
0:16              1 (const int)
0:?           Sequence
0:16            move second child to first child ( temp 4-component vector of float)
0:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:16                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
0:16                Constant:
0:16                  0 (const uint)
0:16              Constant:
0:16                1.000000
0:16                1.000000
0:16                0.000000
0:16                1.000000
0:16            Branch: Break
0:17          case:  with expression
0:17            Constant:
0:17              2 (const int)
0:?           Sequence
0:17            move second child to first child ( temp 4-component vector of float)
0:17              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:17                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
0:17                Constant:
0:17                  0 (const uint)
0:17              Constant:
0:17                -1.000000
0:17                -1.000000
0:17                0.000000
0:17                1.000000
0:17            Branch: Break
0:18          case:  with expression
0:18            Constant:
0:18              3 (const int)
0:?           Sequence
0:18            move second child to first child ( temp 4-component vector of float)
0:18              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:18                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
0:18                Constant:
0:18                  0 (const uint)
0:18              Constant:
0:18                1.000000
0:18                -1.000000
0:18                0.000000
0:18                1.000000
0:18            Branch: Break
0:?   Linker Objects
0:?     'u1' ( uniform 4-component vector of int)
0:?     'u2' ( uniform 4-component vector of uint)
0:?     'result' ( smooth out 4-component vector of float)
0:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)