File: floatBitsToInt.vert.out

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file content (215 lines) | stat: -rw-r--r-- 9,598 bytes parent folder | download | duplicates (4)
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floatBitsToInt.vert
Shader version: 150
Requested GL_ARB_gpu_shader5
0:? Sequence
0:6  Function Definition: main( ( global void)
0:6    Function Parameters: 
0:8    Sequence
0:8      move second child to first child ( temp 4-component vector of float)
0:8        'result' ( smooth out 4-component vector of float)
0:8        Constant:
0:8          1.000000
0:8          1.000000
0:8          1.000000
0:8          1.000000
0:9      Sequence
0:9        move second child to first child ( temp int)
0:9          'ret_val' ( temp int)
0:9          floatBitsToInt ( global int)
0:9            'value' ( uniform float)
0:10      Test condition and select ( temp void)
0:10        Condition
0:10        Compare Not Equal ( temp bool)
0:10          'expected_value' ( uniform int)
0:10          'ret_val' ( temp int)
0:10        true case
0:10        Sequence
0:10          move second child to first child ( temp 4-component vector of float)
0:10            'result' ( smooth out 4-component vector of float)
0:10            Constant:
0:10              0.000000
0:10              0.000000
0:10              0.000000
0:10              0.000000
0:12      switch
0:12      condition
0:12        'gl_VertexID' ( gl_VertexId int VertexId)
0:12      body
0:12        Sequence
0:13          case:  with expression
0:13            Constant:
0:13              0 (const int)
0:?           Sequence
0:13            move second child to first child ( temp 4-component vector of float)
0:13              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13                '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})
0:13                Constant:
0:13                  0 (const uint)
0:13              Constant:
0:13                -1.000000
0:13                1.000000
0:13                0.000000
0:13                1.000000
0:13            Branch: Break
0:14          case:  with expression
0:14            Constant:
0:14              1 (const int)
0:?           Sequence
0:14            move second child to first child ( temp 4-component vector of float)
0:14              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:14                '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})
0:14                Constant:
0:14                  0 (const uint)
0:14              Constant:
0:14                1.000000
0:14                1.000000
0:14                0.000000
0:14                1.000000
0:14            Branch: Break
0:15          case:  with expression
0:15            Constant:
0:15              2 (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              3 (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:?   Linker Objects
0:?     'expected_value' ( uniform int)
0:?     'value' ( uniform float)
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
0:6  Function Definition: main( ( global void)
0:6    Function Parameters: 
0:8    Sequence
0:8      move second child to first child ( temp 4-component vector of float)
0:8        'result' ( smooth out 4-component vector of float)
0:8        Constant:
0:8          1.000000
0:8          1.000000
0:8          1.000000
0:8          1.000000
0:9      Sequence
0:9        move second child to first child ( temp int)
0:9          'ret_val' ( temp int)
0:9          floatBitsToInt ( global int)
0:9            'value' ( uniform float)
0:10      Test condition and select ( temp void)
0:10        Condition
0:10        Compare Not Equal ( temp bool)
0:10          'expected_value' ( uniform int)
0:10          'ret_val' ( temp int)
0:10        true case
0:10        Sequence
0:10          move second child to first child ( temp 4-component vector of float)
0:10            'result' ( smooth out 4-component vector of float)
0:10            Constant:
0:10              0.000000
0:10              0.000000
0:10              0.000000
0:10              0.000000
0:12      switch
0:12      condition
0:12        'gl_VertexID' ( gl_VertexId int VertexId)
0:12      body
0:12        Sequence
0:13          case:  with expression
0:13            Constant:
0:13              0 (const int)
0:?           Sequence
0:13            move second child to first child ( temp 4-component vector of float)
0:13              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13                '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})
0:13                Constant:
0:13                  0 (const uint)
0:13              Constant:
0:13                -1.000000
0:13                1.000000
0:13                0.000000
0:13                1.000000
0:13            Branch: Break
0:14          case:  with expression
0:14            Constant:
0:14              1 (const int)
0:?           Sequence
0:14            move second child to first child ( temp 4-component vector of float)
0:14              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:14                '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})
0:14                Constant:
0:14                  0 (const uint)
0:14              Constant:
0:14                1.000000
0:14                1.000000
0:14                0.000000
0:14                1.000000
0:14            Branch: Break
0:15          case:  with expression
0:15            Constant:
0:15              2 (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              3 (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:?   Linker Objects
0:?     'expected_value' ( uniform int)
0:?     'value' ( uniform float)
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)