diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out | 568 |
1 files changed, 0 insertions, 568 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out deleted file mode 100644 index 551c579e423..00000000000 --- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.partialInit.frag.out +++ /dev/null @@ -1,568 +0,0 @@ -hlsl.partialInit.frag -WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing -WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing - -Shader version: 500 -gl_FragCoord origin is upper left -0:? Sequence -0:8 Sequence -0:8 move second child to first child ( temp 4-component vector of float) -0:8 'gv' ( global 4-component vector of float) -0:8 Constant: -0:8 0.000000 -0:8 0.000000 -0:8 1.000000 -0:8 0.000000 -0:9 Sequence -0:9 move second child to first child ( temp 3-element array of float) -0:9 'gfa' ( global 3-element array of float) -0:9 Constant: -0:9 0.000000 -0:9 0.000000 -0:9 0.000000 -0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Parameters: -0:18 'input' ( in 4-component vector of float) -0:? Sequence -0:19 Sequence -0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:19 Constant: -0:19 3 (const int) -0:19 0.000000 -0:19 false (const bool) -0:19 0.000000 -0:19 0.000000 -0:19 0.000000 -0:19 0.000000 -0:21 move second child to first child ( temp 4-component vector of float) -0:21 v: direct index for structure ( temp 4-component vector of float) -0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:21 Constant: -0:21 3 (const int) -0:21 vector-scale ( temp 4-component vector of float) -0:21 'gv' ( global 4-component vector of float) -0:21 direct index ( temp float) -0:21 'gfa' ( global 3-element array of float) -0:21 Constant: -0:21 2 (const int) -0:22 Sequence -0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:22 Constant: -0:22 0 (const int) -0:22 0.000000 -0:22 false (const bool) -0:22 0.000000 -0:22 0.000000 -0:22 0.000000 -0:22 0.000000 -0:23 Sequence -0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:23 Constant: -0:23 0 (const int) -0:23 0.000000 -0:23 false (const bool) -0:23 0.000000 -0:23 0.000000 -0:23 0.000000 -0:23 0.000000 -0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:24 Constant: -0:24 0 (const int) -0:24 0.000000 -0:24 false (const bool) -0:24 0.000000 -0:24 0.000000 -0:24 0.000000 -0:24 0.000000 -0:25 move second child to first child ( temp bool) -0:25 c: direct index for structure ( temp bool) -0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:25 Constant: -0:25 2 (const int) -0:25 c: direct index for structure ( temp bool) -0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:25 Constant: -0:25 2 (const int) -0:26 Sequence -0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) -0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) -0:26 Constant: -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0 (const int) -0:26 0.000000 -0:26 false (const bool) -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 false (const bool) -0:28 Sequence -0:28 move second child to first child ( temp 4-element array of 2-component vector of float) -0:28 'gf2a' ( temp 4-element array of 2-component vector of float) -0:28 Constant: -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:29 Sequence -0:29 move second child to first child ( temp int) -0:29 'cgi' ( temp int) -0:29 Constant: -0:29 0 (const int) -0:30 move second child to first child ( temp float) -0:30 b: direct index for structure ( temp float) -0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:30 Constant: -0:30 1 (const int) -0:30 component-wise multiply ( temp float) -0:30 direct index ( temp float) -0:30 direct index ( temp 2-component vector of float) -0:30 'gf2a' ( temp 4-element array of 2-component vector of float) -0:30 Constant: -0:30 2 (const int) -0:30 Constant: -0:30 1 (const int) -0:30 Convert int to float ( temp float) -0:30 'cgi' ( temp int) -0:32 Branch: Return with expression -0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Definition: PixelShaderFunction( ( temp void) -0:18 Function Parameters: -0:? Sequence -0:18 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) -0:18 Sequence -0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:? 'input' ( temp 4-component vector of float) -0:18 move second child to first child ( temp int) -0:? '@entryPointOutput.a' (layout( location=0) out int) -0:18 a: direct index for structure ( temp int) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Constant: -0:18 0 (const int) -0:18 move second child to first child ( temp float) -0:? '@entryPointOutput.b' (layout( location=1) out float) -0:18 b: direct index for structure ( temp float) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Constant: -0:18 1 (const int) -0:18 move second child to first child ( temp bool) -0:? '@entryPointOutput.c' (layout( location=2) out bool) -0:18 c: direct index for structure ( temp bool) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Constant: -0:18 2 (const int) -0:18 move second child to first child ( temp 4-component vector of float) -0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) -0:18 v: direct index for structure ( temp 4-component vector of float) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Constant: -0:18 3 (const int) -0:? Linker Objects -0:? 'gv' ( global 4-component vector of float) -0:? 'gfa' ( global 3-element array of float) -0:? '@entryPointOutput.a' (layout( location=0) out int) -0:? '@entryPointOutput.b' (layout( location=1) out float) -0:? '@entryPointOutput.c' (layout( location=2) out bool) -0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) -0:? 'input' (layout( location=0) in 4-component vector of float) -0:? 'cgf2a' ( const 3-element array of 2-component vector of float) -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 'ci' ( const int) -0:? 0 (const int) - - -Linked fragment stage: - - -Shader version: 500 -gl_FragCoord origin is upper left -0:? Sequence -0:8 Sequence -0:8 move second child to first child ( temp 4-component vector of float) -0:8 'gv' ( global 4-component vector of float) -0:8 Constant: -0:8 0.000000 -0:8 0.000000 -0:8 1.000000 -0:8 0.000000 -0:9 Sequence -0:9 move second child to first child ( temp 3-element array of float) -0:9 'gfa' ( global 3-element array of float) -0:9 Constant: -0:9 0.000000 -0:9 0.000000 -0:9 0.000000 -0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Parameters: -0:18 'input' ( in 4-component vector of float) -0:? Sequence -0:19 Sequence -0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:19 Constant: -0:19 3 (const int) -0:19 0.000000 -0:19 false (const bool) -0:19 0.000000 -0:19 0.000000 -0:19 0.000000 -0:19 0.000000 -0:21 move second child to first child ( temp 4-component vector of float) -0:21 v: direct index for structure ( temp 4-component vector of float) -0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:21 Constant: -0:21 3 (const int) -0:21 vector-scale ( temp 4-component vector of float) -0:21 'gv' ( global 4-component vector of float) -0:21 direct index ( temp float) -0:21 'gfa' ( global 3-element array of float) -0:21 Constant: -0:21 2 (const int) -0:22 Sequence -0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:22 Constant: -0:22 0 (const int) -0:22 0.000000 -0:22 false (const bool) -0:22 0.000000 -0:22 0.000000 -0:22 0.000000 -0:22 0.000000 -0:23 Sequence -0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:23 Constant: -0:23 0 (const int) -0:23 0.000000 -0:23 false (const bool) -0:23 0.000000 -0:23 0.000000 -0:23 0.000000 -0:23 0.000000 -0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:24 Constant: -0:24 0 (const int) -0:24 0.000000 -0:24 false (const bool) -0:24 0.000000 -0:24 0.000000 -0:24 0.000000 -0:24 0.000000 -0:25 move second child to first child ( temp bool) -0:25 c: direct index for structure ( temp bool) -0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:25 Constant: -0:25 2 (const int) -0:25 c: direct index for structure ( temp bool) -0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:25 Constant: -0:25 2 (const int) -0:26 Sequence -0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) -0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) -0:26 Constant: -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0 (const int) -0:26 0.000000 -0:26 false (const bool) -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 0.000000 -0:26 false (const bool) -0:28 Sequence -0:28 move second child to first child ( temp 4-element array of 2-component vector of float) -0:28 'gf2a' ( temp 4-element array of 2-component vector of float) -0:28 Constant: -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:28 0.000000 -0:29 Sequence -0:29 move second child to first child ( temp int) -0:29 'cgi' ( temp int) -0:29 Constant: -0:29 0 (const int) -0:30 move second child to first child ( temp float) -0:30 b: direct index for structure ( temp float) -0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:30 Constant: -0:30 1 (const int) -0:30 component-wise multiply ( temp float) -0:30 direct index ( temp float) -0:30 direct index ( temp 2-component vector of float) -0:30 'gf2a' ( temp 4-element array of 2-component vector of float) -0:30 Constant: -0:30 2 (const int) -0:30 Constant: -0:30 1 (const int) -0:30 Convert int to float ( temp float) -0:30 'cgi' ( temp int) -0:32 Branch: Return with expression -0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Definition: PixelShaderFunction( ( temp void) -0:18 Function Parameters: -0:? Sequence -0:18 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) -0:18 Sequence -0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:? 'input' ( temp 4-component vector of float) -0:18 move second child to first child ( temp int) -0:? '@entryPointOutput.a' (layout( location=0) out int) -0:18 a: direct index for structure ( temp int) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Constant: -0:18 0 (const int) -0:18 move second child to first child ( temp float) -0:? '@entryPointOutput.b' (layout( location=1) out float) -0:18 b: direct index for structure ( temp float) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Constant: -0:18 1 (const int) -0:18 move second child to first child ( temp bool) -0:? '@entryPointOutput.c' (layout( location=2) out bool) -0:18 c: direct index for structure ( temp bool) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Constant: -0:18 2 (const int) -0:18 move second child to first child ( temp 4-component vector of float) -0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) -0:18 v: direct index for structure ( temp 4-component vector of float) -0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) -0:18 Constant: -0:18 3 (const int) -0:? Linker Objects -0:? 'gv' ( global 4-component vector of float) -0:? 'gfa' ( global 3-element array of float) -0:? '@entryPointOutput.a' (layout( location=0) out int) -0:? '@entryPointOutput.b' (layout( location=1) out float) -0:? '@entryPointOutput.c' (layout( location=2) out bool) -0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) -0:? 'input' (layout( location=0) in 4-component vector of float) -0:? 'cgf2a' ( const 3-element array of 2-component vector of float) -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 'ci' ( const int) -0:? 0 (const int) - -Validation failed -// Module Version 10000 -// Generated by (magic number): 80008 -// Id's are bound by 104 - - Capability Shader - 1: ExtInstImport "GLSL.std.450" - MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99 - ExecutionMode 4 OriginUpperLeft - Source HLSL 500 - Name 4 "PixelShaderFunction" - Name 11 "outs" - MemberName 11(outs) 0 "a" - MemberName 11(outs) 1 "b" - MemberName 11(outs) 2 "c" - MemberName 11(outs) 3 "v" - Name 14 "@PixelShaderFunction(vf4;" - Name 13 "input" - Name 17 "gv" - Name 25 "gfa" - Name 28 "o2" - Name 33 "o4" - Name 41 "o1" - Name 44 "o3" - Name 51 "Nest" - MemberName 51(Nest) 0 "m" - MemberName 51(Nest) 1 "os" - MemberName 51(Nest) 2 "b" - Name 53 "nest" - Name 61 "gf2a" - Name 65 "cgi" - Name 78 "input" - Name 80 "input" - Name 82 "flattenTemp" - Name 83 "param" - Name 87 "@entryPointOutput.a" - Name 91 "@entryPointOutput.b" - Name 95 "@entryPointOutput.c" - Name 99 "@entryPointOutput.v" - Decorate 80(input) Location 0 - Decorate 87(@entryPointOutput.a) Location 0 - Decorate 91(@entryPointOutput.b) Location 1 - Decorate 95(@entryPointOutput.c) Location 2 - Decorate 99(@entryPointOutput.v) Location 3 - 2: TypeVoid - 3: TypeFunction 2 - 6: TypeFloat 32 - 7: TypeVector 6(float) 4 - 8: TypePointer Function 7(fvec4) - 9: TypeInt 32 1 - 10: TypeBool - 11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4) - 12: TypeFunction 11(outs) 8(ptr) - 16: TypePointer Private 7(fvec4) - 17(gv): 16(ptr) Variable Private - 18: 6(float) Constant 0 - 19: 6(float) Constant 1065353216 - 20: 7(fvec4) ConstantComposite 18 18 19 18 - 21: TypeInt 32 0 - 22: 21(int) Constant 3 - 23: TypeArray 6(float) 22 - 24: TypePointer Private 23 - 25(gfa): 24(ptr) Variable Private - 26: 23 ConstantComposite 18 18 18 - 27: TypePointer Function 11(outs) - 29: 9(int) Constant 3 - 30: 10(bool) ConstantFalse - 31: 7(fvec4) ConstantComposite 18 18 18 18 - 32: 11(outs) ConstantComposite 29 18 30 31 - 35: 9(int) Constant 2 - 36: TypePointer Private 6(float) - 42: 9(int) Constant 0 - 43: 11(outs) ConstantComposite 42 18 30 31 - 45: TypePointer Function 10(bool) - 49: TypeVector 6(float) 3 - 50: TypeMatrix 49(fvec3) 4 - 51(Nest): TypeStruct 50 11(outs) 10(bool) - 52: TypePointer Function 51(Nest) - 54: 49(fvec3) ConstantComposite 18 18 18 - 55: 50 ConstantComposite 54 54 54 54 - 56: 51(Nest) ConstantComposite 55 43 30 - 57: TypeVector 6(float) 2 - 58: 21(int) Constant 4 - 59: TypeArray 57(fvec2) 58 - 60: TypePointer Function 59 - 62: 57(fvec2) ConstantComposite 18 18 - 63: 59 ConstantComposite 62 62 62 62 - 64: TypePointer Function 9(int) - 66: 9(int) Constant 1 - 67: 21(int) Constant 1 - 68: TypePointer Function 6(float) - 79: TypePointer Input 7(fvec4) - 80(input): 79(ptr) Variable Input - 86: TypePointer Output 9(int) -87(@entryPointOutput.a): 86(ptr) Variable Output - 90: TypePointer Output 6(float) -91(@entryPointOutput.b): 90(ptr) Variable Output - 94: TypePointer Output 10(bool) -95(@entryPointOutput.c): 94(ptr) Variable Output - 98: TypePointer Output 7(fvec4) -99(@entryPointOutput.v): 98(ptr) Variable Output - 102: TypeArray 57(fvec2) 22 - 103: 102 ConstantComposite 62 62 62 -4(PixelShaderFunction): 2 Function None 3 - 5: Label - 78(input): 8(ptr) Variable Function - 82(flattenTemp): 27(ptr) Variable Function - 83(param): 8(ptr) Variable Function - Store 17(gv) 20 - Store 25(gfa) 26 - 81: 7(fvec4) Load 80(input) - Store 78(input) 81 - 84: 7(fvec4) Load 78(input) - Store 83(param) 84 - 85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param) - Store 82(flattenTemp) 85 - 88: 64(ptr) AccessChain 82(flattenTemp) 42 - 89: 9(int) Load 88 - Store 87(@entryPointOutput.a) 89 - 92: 68(ptr) AccessChain 82(flattenTemp) 66 - 93: 6(float) Load 92 - Store 91(@entryPointOutput.b) 93 - 96: 45(ptr) AccessChain 82(flattenTemp) 35 - 97: 10(bool) Load 96 - Store 95(@entryPointOutput.c) 97 - 100: 8(ptr) AccessChain 82(flattenTemp) 29 - 101: 7(fvec4) Load 100 - Store 99(@entryPointOutput.v) 101 - Return - FunctionEnd -14(@PixelShaderFunction(vf4;): 11(outs) Function None 12 - 13(input): 8(ptr) FunctionParameter - 15: Label - 28(o2): 27(ptr) Variable Function - 33(o4): 27(ptr) Variable Function - 41(o1): 27(ptr) Variable Function - 44(o3): 27(ptr) Variable Function - 53(nest): 52(ptr) Variable Function - 61(gf2a): 60(ptr) Variable Function - 65(cgi): 64(ptr) Variable Function - Store 28(o2) 32 - 34: 7(fvec4) Load 17(gv) - 37: 36(ptr) AccessChain 25(gfa) 35 - 38: 6(float) Load 37 - 39: 7(fvec4) VectorTimesScalar 34 38 - 40: 8(ptr) AccessChain 33(o4) 29 - Store 40 39 - Store 41(o1) 43 - Store 44(o3) 43 - Store 33(o4) 43 - 46: 45(ptr) AccessChain 41(o1) 35 - 47: 10(bool) Load 46 - 48: 45(ptr) AccessChain 33(o4) 35 - Store 48 47 - Store 53(nest) 56 - Store 61(gf2a) 63 - Store 65(cgi) 42 - 69: 68(ptr) AccessChain 61(gf2a) 35 67 - 70: 6(float) Load 69 - 71: 9(int) Load 65(cgi) - 72: 6(float) ConvertSToF 71 - 73: 6(float) FMul 70 72 - 74: 68(ptr) AccessChain 33(o4) 66 - Store 74 73 - 75: 11(outs) Load 33(o4) - ReturnValue 75 - FunctionEnd |