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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.conditional.frag.out')
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diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.conditional.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.conditional.frag.out
deleted file mode 100644
index e23d49c99b7..00000000000
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.conditional.frag.out
+++ /dev/null
@@ -1,798 +0,0 @@
-hlsl.conditional.frag
-Shader version: 500
-gl_FragCoord origin is upper left
-0:? Sequence
-0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
-0:8 Function Parameters:
-0:? Sequence
-0:12 Branch: Return with expression
-0:11 add ( temp 4-component vector of float)
-0:10 add ( temp 4-component vector of float)
-0:9 add ( temp 4-component vector of float)
-0:9 mix ( temp 4-component vector of float)
-0:9 f4: direct index for structure ( uniform 4-component vector of float)
-0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:9 Constant:
-0:9 2 (const uint)
-0:9 t4: direct index for structure ( uniform 4-component vector of float)
-0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:9 Constant:
-0:9 1 (const uint)
-0:9 Convert float to bool ( temp 4-component vector of bool)
-0:9 c4: direct index for structure ( uniform 4-component vector of float)
-0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:9 Constant:
-0:9 0 (const uint)
-0:10 mix ( temp 4-component vector of float)
-0:10 Construct vec4 ( temp 4-component vector of float)
-0:10 f: direct index for structure ( uniform float)
-0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:10 Constant:
-0:10 4 (const uint)
-0:10 Construct vec4 ( temp 4-component vector of float)
-0:10 t: direct index for structure ( uniform float)
-0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:10 Constant:
-0:10 3 (const uint)
-0:10 Convert float to bool ( temp 4-component vector of bool)
-0:10 c4: direct index for structure ( uniform 4-component vector of float)
-0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:10 Constant:
-0:10 0 (const uint)
-0:11 mix ( temp 4-component vector of float)
-0:11 f4: direct index for structure ( uniform 4-component vector of float)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:11 Constant:
-0:11 2 (const uint)
-0:11 t4: direct index for structure ( uniform 4-component vector of float)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:11 Constant:
-0:11 1 (const uint)
-0:11 Compare Less Than ( temp 4-component vector of bool)
-0:11 t4: direct index for structure ( uniform 4-component vector of float)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:11 Constant:
-0:11 1 (const uint)
-0:11 f4: direct index for structure ( uniform 4-component vector of float)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:11 Constant:
-0:11 2 (const uint)
-0:12 mix ( temp 4-component vector of float)
-0:12 f4: direct index for structure ( uniform 4-component vector of float)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:12 Constant:
-0:12 2 (const uint)
-0:12 Construct vec4 ( temp 4-component vector of float)
-0:12 t: direct index for structure ( uniform float)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:12 Constant:
-0:12 3 (const uint)
-0:12 Convert float to bool ( temp 4-component vector of bool)
-0:12 c4: direct index for structure ( uniform 4-component vector of float)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:12 Constant:
-0:12 0 (const uint)
-0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
-0:16 Function Parameters:
-0:? Sequence
-0:17 Sequence
-0:17 move second child to first child ( temp 4-component vector of float)
-0:17 'ret' ( temp 4-component vector of float)
-0:17 Test condition and select ( temp 4-component vector of float): no shortcircuit
-0:17 Condition
-0:17 Compare Not Equal ( temp bool)
-0:17 t: direct index for structure ( uniform float)
-0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:17 Constant:
-0:17 3 (const uint)
-0:17 f: direct index for structure ( uniform float)
-0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:17 Constant:
-0:17 4 (const uint)
-0:17 true case
-0:17 vector-scale ( temp 4-component vector of float)
-0:17 t: direct index for structure ( uniform float)
-0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:17 Constant:
-0:17 3 (const uint)
-0:17 f4: direct index for structure ( uniform 4-component vector of float)
-0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:17 Constant:
-0:17 2 (const uint)
-0:17 false case
-0:17 Constant:
-0:17 1.000000
-0:17 1.000000
-0:17 1.000000
-0:17 1.000000
-0:18 Branch: Return with expression
-0:18 'ret' ( temp 4-component vector of float)
-0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
-0:22 Function Parameters:
-0:22 'cnd' ( in 2-component vector of bool)
-0:22 'src0' ( in 2-component vector of float)
-0:22 'src1' ( in 2-component vector of float)
-0:? Sequence
-0:23 Branch: Return with expression
-0:23 mix ( temp 2-component vector of float)
-0:23 'src1' ( in 2-component vector of float)
-0:23 'src0' ( in 2-component vector of float)
-0:23 'cnd' ( in 2-component vector of bool)
-0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
-0:27 Function Parameters:
-0:27 'input' ( in 4-component vector of float)
-0:? Sequence
-0:28 Sequence
-0:28 move second child to first child ( temp int)
-0:28 'a' ( temp int)
-0:28 Constant:
-0:28 5 (const int)
-0:29 Sequence
-0:29 move second child to first child ( temp int)
-0:29 'b' ( temp int)
-0:29 Constant:
-0:29 6 (const int)
-0:30 Sequence
-0:30 move second child to first child ( temp int)
-0:30 'c' ( temp int)
-0:30 Constant:
-0:30 7 (const int)
-0:31 Sequence
-0:31 move second child to first child ( temp int)
-0:31 'd' ( temp int)
-0:31 Constant:
-0:31 7 (const int)
-0:32 Sequence
-0:32 move second child to first child ( temp 4-component vector of float)
-0:32 'ret' ( temp 4-component vector of float)
-0:34 add ( temp 4-component vector of float)
-0:33 add ( temp 4-component vector of float)
-0:32 add ( temp 4-component vector of float)
-0:32 vector-scale ( temp 4-component vector of float)
-0:32 Convert int to float ( temp float)
-0:32 'a' ( temp int)
-0:32 'input' ( in 4-component vector of float)
-0:33 vector-scale ( temp 4-component vector of float)
-0:33 Convert int to float ( temp float)
-0:33 'b' ( temp int)
-0:33 'input' ( in 4-component vector of float)
-0:34 vector-scale ( temp 4-component vector of float)
-0:34 Convert int to float ( temp float)
-0:34 'c' ( temp int)
-0:34 'input' ( in 4-component vector of float)
-0:35 vector-scale ( temp 4-component vector of float)
-0:35 Convert int to float ( temp float)
-0:35 'd' ( temp int)
-0:35 'input' ( in 4-component vector of float)
-0:37 Comma ( temp int)
-0:37 move second child to first child ( temp int)
-0:37 'e' ( temp int)
-0:37 move second child to first child ( temp int)
-0:37 'a' ( temp int)
-0:37 Test condition and select ( temp int): no shortcircuit
-0:37 Condition
-0:37 Convert int to bool ( temp bool)
-0:37 'b' ( temp int)
-0:37 true case
-0:37 move second child to first child ( temp int)
-0:37 'c' ( temp int)
-0:37 'd' ( temp int)
-0:37 false case
-0:37 Constant:
-0:37 10 (const int)
-0:37 move second child to first child ( temp int)
-0:37 'b' ( temp int)
-0:37 Test condition and select ( temp int): no shortcircuit
-0:37 Condition
-0:37 Convert int to bool ( temp bool)
-0:37 'a' ( temp int)
-0:37 true case
-0:37 move second child to first child ( temp int)
-0:37 'd' ( temp int)
-0:37 'c' ( temp int)
-0:37 false case
-0:37 Constant:
-0:37 11 (const int)
-0:39 move second child to first child ( temp 4-component vector of float)
-0:39 'f' ( temp 4-component vector of float)
-0:39 Test condition and select ( temp 4-component vector of float): no shortcircuit
-0:39 Condition
-0:39 Compare Less Than ( temp bool)
-0:39 direct index ( temp float)
-0:39 'ret' ( temp 4-component vector of float)
-0:39 Constant:
-0:39 0 (const int)
-0:39 direct index ( temp float)
-0:39 'input' ( in 4-component vector of float)
-0:39 Constant:
-0:39 1 (const int)
-0:39 true case
-0:39 vector-scale ( temp 4-component vector of float)
-0:39 Convert int to float ( temp float)
-0:39 'c' ( temp int)
-0:39 'input' ( in 4-component vector of float)
-0:39 false case
-0:39 vector-scale ( temp 4-component vector of float)
-0:39 Convert int to float ( temp float)
-0:39 'd' ( temp int)
-0:39 'input' ( in 4-component vector of float)
-0:41 Branch: Return with expression
-0:40 add ( temp 4-component vector of float)
-0:40 add ( temp 4-component vector of float)
-0:40 add ( temp 4-component vector of float)
-0:40 add ( temp 4-component vector of float)
-0:40 vector-scale ( temp 4-component vector of float)
-0:40 Convert int to float ( temp float)
-0:40 'e' ( temp int)
-0:40 'ret' ( temp 4-component vector of float)
-0:40 'f' ( temp 4-component vector of float)
-0:40 Function Call: vectorCond( ( temp 4-component vector of float)
-0:40 Function Call: scalarCond( ( temp 4-component vector of float)
-0:? Construct vec4 ( temp 4-component vector of float)
-0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
-0:? Constant:
-0:? true (const bool)
-0:? false (const bool)
-0:? Constant:
-0:? 1.000000
-0:? 2.000000
-0:? Constant:
-0:? 3.000000
-0:? 4.000000
-0:41 Constant:
-0:41 10.000000
-0:41 Constant:
-0:41 10.000000
-0:27 Function Definition: PixelShaderFunction( ( temp void)
-0:27 Function Parameters:
-0:? Sequence
-0:27 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)
-0:27 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
-0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
-0:? 'input' ( temp 4-component vector of float)
-0:? Linker Objects
-0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-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
-0:8 Function Definition: vectorCond( ( temp 4-component vector of float)
-0:8 Function Parameters:
-0:? Sequence
-0:12 Branch: Return with expression
-0:11 add ( temp 4-component vector of float)
-0:10 add ( temp 4-component vector of float)
-0:9 add ( temp 4-component vector of float)
-0:9 mix ( temp 4-component vector of float)
-0:9 f4: direct index for structure ( uniform 4-component vector of float)
-0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:9 Constant:
-0:9 2 (const uint)
-0:9 t4: direct index for structure ( uniform 4-component vector of float)
-0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:9 Constant:
-0:9 1 (const uint)
-0:9 Convert float to bool ( temp 4-component vector of bool)
-0:9 c4: direct index for structure ( uniform 4-component vector of float)
-0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:9 Constant:
-0:9 0 (const uint)
-0:10 mix ( temp 4-component vector of float)
-0:10 Construct vec4 ( temp 4-component vector of float)
-0:10 f: direct index for structure ( uniform float)
-0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:10 Constant:
-0:10 4 (const uint)
-0:10 Construct vec4 ( temp 4-component vector of float)
-0:10 t: direct index for structure ( uniform float)
-0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:10 Constant:
-0:10 3 (const uint)
-0:10 Convert float to bool ( temp 4-component vector of bool)
-0:10 c4: direct index for structure ( uniform 4-component vector of float)
-0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:10 Constant:
-0:10 0 (const uint)
-0:11 mix ( temp 4-component vector of float)
-0:11 f4: direct index for structure ( uniform 4-component vector of float)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:11 Constant:
-0:11 2 (const uint)
-0:11 t4: direct index for structure ( uniform 4-component vector of float)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:11 Constant:
-0:11 1 (const uint)
-0:11 Compare Less Than ( temp 4-component vector of bool)
-0:11 t4: direct index for structure ( uniform 4-component vector of float)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:11 Constant:
-0:11 1 (const uint)
-0:11 f4: direct index for structure ( uniform 4-component vector of float)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:11 Constant:
-0:11 2 (const uint)
-0:12 mix ( temp 4-component vector of float)
-0:12 f4: direct index for structure ( uniform 4-component vector of float)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:12 Constant:
-0:12 2 (const uint)
-0:12 Construct vec4 ( temp 4-component vector of float)
-0:12 t: direct index for structure ( uniform float)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:12 Constant:
-0:12 3 (const uint)
-0:12 Convert float to bool ( temp 4-component vector of bool)
-0:12 c4: direct index for structure ( uniform 4-component vector of float)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:12 Constant:
-0:12 0 (const uint)
-0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
-0:16 Function Parameters:
-0:? Sequence
-0:17 Sequence
-0:17 move second child to first child ( temp 4-component vector of float)
-0:17 'ret' ( temp 4-component vector of float)
-0:17 Test condition and select ( temp 4-component vector of float): no shortcircuit
-0:17 Condition
-0:17 Compare Not Equal ( temp bool)
-0:17 t: direct index for structure ( uniform float)
-0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:17 Constant:
-0:17 3 (const uint)
-0:17 f: direct index for structure ( uniform float)
-0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:17 Constant:
-0:17 4 (const uint)
-0:17 true case
-0:17 vector-scale ( temp 4-component vector of float)
-0:17 t: direct index for structure ( uniform float)
-0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:17 Constant:
-0:17 3 (const uint)
-0:17 f4: direct index for structure ( uniform 4-component vector of float)
-0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-0:17 Constant:
-0:17 2 (const uint)
-0:17 false case
-0:17 Constant:
-0:17 1.000000
-0:17 1.000000
-0:17 1.000000
-0:17 1.000000
-0:18 Branch: Return with expression
-0:18 'ret' ( temp 4-component vector of float)
-0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
-0:22 Function Parameters:
-0:22 'cnd' ( in 2-component vector of bool)
-0:22 'src0' ( in 2-component vector of float)
-0:22 'src1' ( in 2-component vector of float)
-0:? Sequence
-0:23 Branch: Return with expression
-0:23 mix ( temp 2-component vector of float)
-0:23 'src1' ( in 2-component vector of float)
-0:23 'src0' ( in 2-component vector of float)
-0:23 'cnd' ( in 2-component vector of bool)
-0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
-0:27 Function Parameters:
-0:27 'input' ( in 4-component vector of float)
-0:? Sequence
-0:28 Sequence
-0:28 move second child to first child ( temp int)
-0:28 'a' ( temp int)
-0:28 Constant:
-0:28 5 (const int)
-0:29 Sequence
-0:29 move second child to first child ( temp int)
-0:29 'b' ( temp int)
-0:29 Constant:
-0:29 6 (const int)
-0:30 Sequence
-0:30 move second child to first child ( temp int)
-0:30 'c' ( temp int)
-0:30 Constant:
-0:30 7 (const int)
-0:31 Sequence
-0:31 move second child to first child ( temp int)
-0:31 'd' ( temp int)
-0:31 Constant:
-0:31 7 (const int)
-0:32 Sequence
-0:32 move second child to first child ( temp 4-component vector of float)
-0:32 'ret' ( temp 4-component vector of float)
-0:34 add ( temp 4-component vector of float)
-0:33 add ( temp 4-component vector of float)
-0:32 add ( temp 4-component vector of float)
-0:32 vector-scale ( temp 4-component vector of float)
-0:32 Convert int to float ( temp float)
-0:32 'a' ( temp int)
-0:32 'input' ( in 4-component vector of float)
-0:33 vector-scale ( temp 4-component vector of float)
-0:33 Convert int to float ( temp float)
-0:33 'b' ( temp int)
-0:33 'input' ( in 4-component vector of float)
-0:34 vector-scale ( temp 4-component vector of float)
-0:34 Convert int to float ( temp float)
-0:34 'c' ( temp int)
-0:34 'input' ( in 4-component vector of float)
-0:35 vector-scale ( temp 4-component vector of float)
-0:35 Convert int to float ( temp float)
-0:35 'd' ( temp int)
-0:35 'input' ( in 4-component vector of float)
-0:37 Comma ( temp int)
-0:37 move second child to first child ( temp int)
-0:37 'e' ( temp int)
-0:37 move second child to first child ( temp int)
-0:37 'a' ( temp int)
-0:37 Test condition and select ( temp int): no shortcircuit
-0:37 Condition
-0:37 Convert int to bool ( temp bool)
-0:37 'b' ( temp int)
-0:37 true case
-0:37 move second child to first child ( temp int)
-0:37 'c' ( temp int)
-0:37 'd' ( temp int)
-0:37 false case
-0:37 Constant:
-0:37 10 (const int)
-0:37 move second child to first child ( temp int)
-0:37 'b' ( temp int)
-0:37 Test condition and select ( temp int): no shortcircuit
-0:37 Condition
-0:37 Convert int to bool ( temp bool)
-0:37 'a' ( temp int)
-0:37 true case
-0:37 move second child to first child ( temp int)
-0:37 'd' ( temp int)
-0:37 'c' ( temp int)
-0:37 false case
-0:37 Constant:
-0:37 11 (const int)
-0:39 move second child to first child ( temp 4-component vector of float)
-0:39 'f' ( temp 4-component vector of float)
-0:39 Test condition and select ( temp 4-component vector of float): no shortcircuit
-0:39 Condition
-0:39 Compare Less Than ( temp bool)
-0:39 direct index ( temp float)
-0:39 'ret' ( temp 4-component vector of float)
-0:39 Constant:
-0:39 0 (const int)
-0:39 direct index ( temp float)
-0:39 'input' ( in 4-component vector of float)
-0:39 Constant:
-0:39 1 (const int)
-0:39 true case
-0:39 vector-scale ( temp 4-component vector of float)
-0:39 Convert int to float ( temp float)
-0:39 'c' ( temp int)
-0:39 'input' ( in 4-component vector of float)
-0:39 false case
-0:39 vector-scale ( temp 4-component vector of float)
-0:39 Convert int to float ( temp float)
-0:39 'd' ( temp int)
-0:39 'input' ( in 4-component vector of float)
-0:41 Branch: Return with expression
-0:40 add ( temp 4-component vector of float)
-0:40 add ( temp 4-component vector of float)
-0:40 add ( temp 4-component vector of float)
-0:40 add ( temp 4-component vector of float)
-0:40 vector-scale ( temp 4-component vector of float)
-0:40 Convert int to float ( temp float)
-0:40 'e' ( temp int)
-0:40 'ret' ( temp 4-component vector of float)
-0:40 'f' ( temp 4-component vector of float)
-0:40 Function Call: vectorCond( ( temp 4-component vector of float)
-0:40 Function Call: scalarCond( ( temp 4-component vector of float)
-0:? Construct vec4 ( temp 4-component vector of float)
-0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
-0:? Constant:
-0:? true (const bool)
-0:? false (const bool)
-0:? Constant:
-0:? 1.000000
-0:? 2.000000
-0:? Constant:
-0:? 3.000000
-0:? 4.000000
-0:41 Constant:
-0:41 10.000000
-0:41 Constant:
-0:41 10.000000
-0:27 Function Definition: PixelShaderFunction( ( temp void)
-0:27 Function Parameters:
-0:? Sequence
-0:27 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)
-0:27 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
-0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
-0:? 'input' ( temp 4-component vector of float)
-0:? Linker Objects
-0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f})
-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): 80008
-// Id's are bound by 206
-
- Capability Shader
- 1: ExtInstImport "GLSL.std.450"
- MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "PixelShaderFunction" 199 202
- ExecutionMode 4 OriginUpperLeft
- Source HLSL 500
- Name 4 "PixelShaderFunction"
- Name 9 "vectorCond("
- Name 11 "scalarCond("
- Name 22 "fbSelect(vb2;vf2;vf2;"
- Name 19 "cnd"
- Name 20 "src0"
- Name 21 "src1"
- Name 27 "@PixelShaderFunction(vf4;"
- Name 26 "input"
- Name 29 "$Global"
- MemberName 29($Global) 0 "c4"
- MemberName 29($Global) 1 "t4"
- MemberName 29($Global) 2 "f4"
- MemberName 29($Global) 3 "t"
- MemberName 29($Global) 4 "f"
- Name 31 ""
- Name 85 "ret"
- Name 110 "a"
- Name 112 "b"
- Name 114 "c"
- Name 116 "d"
- Name 117 "ret"
- Name 137 "e"
- Name 150 "f"
- Name 186 "param"
- Name 187 "param"
- Name 188 "param"
- Name 197 "input"
- Name 199 "input"
- Name 202 "@entryPointOutput"
- Name 203 "param"
- MemberDecorate 29($Global) 0 Offset 0
- MemberDecorate 29($Global) 1 Offset 16
- MemberDecorate 29($Global) 2 Offset 32
- MemberDecorate 29($Global) 3 Offset 48
- MemberDecorate 29($Global) 4 Offset 52
- Decorate 29($Global) Block
- Decorate 31 DescriptorSet 0
- Decorate 31 Binding 0
- Decorate 199(input) Location 0
- Decorate 202(@entryPointOutput) Location 0
- 2: TypeVoid
- 3: TypeFunction 2
- 6: TypeFloat 32
- 7: TypeVector 6(float) 4
- 8: TypeFunction 7(fvec4)
- 13: TypeBool
- 14: TypeVector 13(bool) 2
- 15: TypePointer Function 14(bvec2)
- 16: TypeVector 6(float) 2
- 17: TypePointer Function 16(fvec2)
- 18: TypeFunction 16(fvec2) 15(ptr) 17(ptr) 17(ptr)
- 24: TypePointer Function 7(fvec4)
- 25: TypeFunction 7(fvec4) 24(ptr)
- 29($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float)
- 30: TypePointer Uniform 29($Global)
- 31: 30(ptr) Variable Uniform
- 32: TypeInt 32 1
- 33: 32(int) Constant 2
- 34: TypePointer Uniform 7(fvec4)
- 37: 32(int) Constant 1
- 40: 32(int) Constant 0
- 43: TypeVector 13(bool) 4
- 44: 6(float) Constant 0
- 45: 7(fvec4) ConstantComposite 44 44 44 44
- 48: 32(int) Constant 4
- 49: TypePointer Uniform 6(float)
- 53: 32(int) Constant 3
- 96: 6(float) Constant 1065353216
- 97: 7(fvec4) ConstantComposite 96 96 96 96
- 109: TypePointer Function 32(int)
- 111: 32(int) Constant 5
- 113: 32(int) Constant 6
- 115: 32(int) Constant 7
- 139: TypeInt 32 0
- 140: 139(int) Constant 0
- 143: 32(int) Constant 10
- 148: 32(int) Constant 11
- 151: TypePointer Function 6(float)
- 154: 139(int) Constant 1
- 178: 13(bool) ConstantTrue
- 179: 13(bool) ConstantFalse
- 180: 14(bvec2) ConstantComposite 178 179
- 181: 6(float) Constant 1073741824
- 182: 16(fvec2) ConstantComposite 96 181
- 183: 6(float) Constant 1077936128
- 184: 6(float) Constant 1082130432
- 185: 16(fvec2) ConstantComposite 183 184
- 190: 6(float) Constant 1092616192
- 198: TypePointer Input 7(fvec4)
- 199(input): 198(ptr) Variable Input
- 201: TypePointer Output 7(fvec4)
-202(@entryPointOutput): 201(ptr) Variable Output
-4(PixelShaderFunction): 2 Function None 3
- 5: Label
- 197(input): 24(ptr) Variable Function
- 203(param): 24(ptr) Variable Function
- 200: 7(fvec4) Load 199(input)
- Store 197(input) 200
- 204: 7(fvec4) Load 197(input)
- Store 203(param) 204
- 205: 7(fvec4) FunctionCall 27(@PixelShaderFunction(vf4;) 203(param)
- Store 202(@entryPointOutput) 205
- Return
- FunctionEnd
- 9(vectorCond(): 7(fvec4) Function None 8
- 10: Label
- 35: 34(ptr) AccessChain 31 33
- 36: 7(fvec4) Load 35
- 38: 34(ptr) AccessChain 31 37
- 39: 7(fvec4) Load 38
- 41: 34(ptr) AccessChain 31 40
- 42: 7(fvec4) Load 41
- 46: 43(bvec4) FOrdNotEqual 42 45
- 47: 7(fvec4) Select 46 39 36
- 50: 49(ptr) AccessChain 31 48
- 51: 6(float) Load 50
- 52: 7(fvec4) CompositeConstruct 51 51 51 51
- 54: 49(ptr) AccessChain 31 53
- 55: 6(float) Load 54
- 56: 7(fvec4) CompositeConstruct 55 55 55 55
- 57: 34(ptr) AccessChain 31 40
- 58: 7(fvec4) Load 57
- 59: 43(bvec4) FOrdNotEqual 58 45
- 60: 7(fvec4) Select 59 56 52
- 61: 7(fvec4) FAdd 47 60
- 62: 34(ptr) AccessChain 31 33
- 63: 7(fvec4) Load 62
- 64: 34(ptr) AccessChain 31 37
- 65: 7(fvec4) Load 64
- 66: 34(ptr) AccessChain 31 37
- 67: 7(fvec4) Load 66
- 68: 34(ptr) AccessChain 31 33
- 69: 7(fvec4) Load 68
- 70: 43(bvec4) FOrdLessThan 67 69
- 71: 7(fvec4) Select 70 65 63
- 72: 7(fvec4) FAdd 61 71
- 73: 34(ptr) AccessChain 31 33
- 74: 7(fvec4) Load 73
- 75: 49(ptr) AccessChain 31 53
- 76: 6(float) Load 75
- 77: 7(fvec4) CompositeConstruct 76 76 76 76
- 78: 34(ptr) AccessChain 31 40
- 79: 7(fvec4) Load 78
- 80: 43(bvec4) FOrdNotEqual 79 45
- 81: 7(fvec4) Select 80 77 74
- 82: 7(fvec4) FAdd 72 81
- ReturnValue 82
- FunctionEnd
- 11(scalarCond(): 7(fvec4) Function None 8
- 12: Label
- 85(ret): 24(ptr) Variable Function
- 86: 49(ptr) AccessChain 31 53
- 87: 6(float) Load 86
- 88: 49(ptr) AccessChain 31 48
- 89: 6(float) Load 88
- 90: 13(bool) FOrdNotEqual 87 89
- 91: 49(ptr) AccessChain 31 53
- 92: 6(float) Load 91
- 93: 34(ptr) AccessChain 31 33
- 94: 7(fvec4) Load 93
- 95: 7(fvec4) VectorTimesScalar 94 92
- 98: 43(bvec4) CompositeConstruct 90 90 90 90
- 99: 7(fvec4) Select 98 95 97
- Store 85(ret) 99
- 100: 7(fvec4) Load 85(ret)
- ReturnValue 100
- FunctionEnd
-22(fbSelect(vb2;vf2;vf2;): 16(fvec2) Function None 18
- 19(cnd): 15(ptr) FunctionParameter
- 20(src0): 17(ptr) FunctionParameter
- 21(src1): 17(ptr) FunctionParameter
- 23: Label
- 103: 16(fvec2) Load 21(src1)
- 104: 16(fvec2) Load 20(src0)
- 105: 14(bvec2) Load 19(cnd)
- 106: 16(fvec2) Select 105 104 103
- ReturnValue 106
- FunctionEnd
-27(@PixelShaderFunction(vf4;): 7(fvec4) Function None 25
- 26(input): 24(ptr) FunctionParameter
- 28: Label
- 110(a): 109(ptr) Variable Function
- 112(b): 109(ptr) Variable Function
- 114(c): 109(ptr) Variable Function
- 116(d): 109(ptr) Variable Function
- 117(ret): 24(ptr) Variable Function
- 137(e): 109(ptr) Variable Function
- 150(f): 24(ptr) Variable Function
- 186(param): 15(ptr) Variable Function
- 187(param): 17(ptr) Variable Function
- 188(param): 17(ptr) Variable Function
- Store 110(a) 111
- Store 112(b) 113
- Store 114(c) 115
- Store 116(d) 115
- 118: 32(int) Load 110(a)
- 119: 6(float) ConvertSToF 118
- 120: 7(fvec4) Load 26(input)
- 121: 7(fvec4) VectorTimesScalar 120 119
- 122: 32(int) Load 112(b)
- 123: 6(float) ConvertSToF 122
- 124: 7(fvec4) Load 26(input)
- 125: 7(fvec4) VectorTimesScalar 124 123
- 126: 7(fvec4) FAdd 121 125
- 127: 32(int) Load 114(c)
- 128: 6(float) ConvertSToF 127
- 129: 7(fvec4) Load 26(input)
- 130: 7(fvec4) VectorTimesScalar 129 128
- 131: 7(fvec4) FAdd 126 130
- 132: 32(int) Load 116(d)
- 133: 6(float) ConvertSToF 132
- 134: 7(fvec4) Load 26(input)
- 135: 7(fvec4) VectorTimesScalar 134 133
- 136: 7(fvec4) FAdd 131 135
- Store 117(ret) 136
- 138: 32(int) Load 112(b)
- 141: 13(bool) INotEqual 138 140
- 142: 32(int) Load 116(d)
- Store 114(c) 142
- 144: 32(int) Select 141 142 143
- Store 110(a) 144
- Store 137(e) 144
- 145: 32(int) Load 110(a)
- 146: 13(bool) INotEqual 145 140
- 147: 32(int) Load 114(c)
- Store 116(d) 147
- 149: 32(int) Select 146 147 148
- Store 112(b) 149
- 152: 151(ptr) AccessChain 117(ret) 140
- 153: 6(float) Load 152
- 155: 151(ptr) AccessChain 26(input) 154
- 156: 6(float) Load 155
- 157: 13(bool) FOrdLessThan 153 156
- 158: 32(int) Load 114(c)
- 159: 6(float) ConvertSToF 158
- 160: 7(fvec4) Load 26(input)
- 161: 7(fvec4) VectorTimesScalar 160 159
- 162: 32(int) Load 116(d)
- 163: 6(float) ConvertSToF 162
- 164: 7(fvec4) Load 26(input)
- 165: 7(fvec4) VectorTimesScalar 164 163
- 166: 43(bvec4) CompositeConstruct 157 157 157 157
- 167: 7(fvec4) Select 166 161 165
- Store 150(f) 167
- 168: 32(int) Load 137(e)
- 169: 6(float) ConvertSToF 168
- 170: 7(fvec4) Load 117(ret)
- 171: 7(fvec4) VectorTimesScalar 170 169
- 172: 7(fvec4) Load 150(f)
- 173: 7(fvec4) FAdd 171 172
- 174: 7(fvec4) FunctionCall 9(vectorCond()
- 175: 7(fvec4) FAdd 173 174
- 176: 7(fvec4) FunctionCall 11(scalarCond()
- 177: 7(fvec4) FAdd 175 176
- Store 186(param) 180
- Store 187(param) 182
- Store 188(param) 185
- 189: 16(fvec2) FunctionCall 22(fbSelect(vb2;vf2;vf2;) 186(param) 187(param) 188(param)
- 191: 6(float) CompositeExtract 189 0
- 192: 6(float) CompositeExtract 189 1
- 193: 7(fvec4) CompositeConstruct 191 192 190 190
- 194: 7(fvec4) FAdd 177 193
- ReturnValue 194
- FunctionEnd