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hlsl.whileLoop.frag
Shader version: 500
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' ( in 4-component vector of float)
0:? Sequence
0:3 Loop with condition tested first
0:3 Loop Condition
0:3 any ( temp bool)
0:3 NotEqual ( temp 4-component vector of bool)
0:3 'input' ( in 4-component vector of float)
0:3 'input' ( in 4-component vector of float)
0:3 Loop Body
0:? Sequence
0:3 Branch: Return with expression
0:3 'input' ( in 4-component vector of float)
0:4 Loop with condition tested first
0:4 Loop Condition
0:4 Constant:
0:4 false (const bool)
0:4 No loop body
0:5 Loop with condition tested first: Unroll
0:5 Loop Condition
0:5 Constant:
0:5 false (const bool)
0:5 No loop body
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 Constant:
0:6 false (const bool)
0:6 No loop body
0:2 Function Definition: PixelShaderFunction( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of 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: 500
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' ( in 4-component vector of float)
0:? Sequence
0:3 Loop with condition tested first
0:3 Loop Condition
0:3 any ( temp bool)
0:3 NotEqual ( temp 4-component vector of bool)
0:3 'input' ( in 4-component vector of float)
0:3 'input' ( in 4-component vector of float)
0:3 Loop Body
0:? Sequence
0:3 Branch: Return with expression
0:3 'input' ( in 4-component vector of float)
0:4 Loop with condition tested first
0:4 Loop Condition
0:4 Constant:
0:4 false (const bool)
0:4 No loop body
0:5 Loop with condition tested first: Unroll
0:5 Loop Condition
0:5 Constant:
0:5 false (const bool)
0:5 No loop body
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 Constant:
0:6 false (const bool)
0:6 No loop body
0:2 Function Definition: PixelShaderFunction( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of 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): 8000b
// Id's are bound by 52
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 45 48
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 11 "@PixelShaderFunction(vf4;"
Name 10 "input"
Name 43 "input"
Name 45 "input"
Name 48 "@entryPointOutput"
Name 49 "param"
Decorate 45(input) Location 0
Decorate 48(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
20: TypeBool
21: TypeVector 20(bool) 4
31: 20(bool) ConstantFalse
44: TypePointer Input 7(fvec4)
45(input): 44(ptr) Variable Input
47: TypePointer Output 7(fvec4)
48(@entryPointOutput): 47(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
43(input): 8(ptr) Variable Function
49(param): 8(ptr) Variable Function
46: 7(fvec4) Load 45(input)
Store 43(input) 46
50: 7(fvec4) Load 43(input)
Store 49(param) 50
51: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 49(param)
Store 48(@entryPointOutput) 51
Return
FunctionEnd
11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
Branch 13
13: Label
LoopMerge 15 16 None
Branch 17
17: Label
18: 7(fvec4) Load 10(input)
19: 7(fvec4) Load 10(input)
22: 21(bvec4) FUnordNotEqual 18 19
23: 20(bool) Any 22
BranchConditional 23 14 15
14: Label
24: 7(fvec4) Load 10(input)
ReturnValue 24
16: Label
Branch 13
15: Label
Branch 26
26: Label
LoopMerge 28 29 None
Branch 30
30: Label
BranchConditional 31 27 28
27: Label
Branch 29
29: Label
Branch 26
28: Label
Branch 32
32: Label
LoopMerge 34 35 Unroll
Branch 36
36: Label
BranchConditional 31 33 34
33: Label
Branch 35
35: Label
Branch 32
34: Label
Branch 37
37: Label
LoopMerge 39 40 None
Branch 41
41: Label
BranchConditional 31 38 39
38: Label
Branch 40
40: Label
Branch 37
39: Label
42: 7(fvec4) Undef
ReturnValue 42
FunctionEnd
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