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hlsl.boolConv.vert
Shader version: 500
0:? Sequence
0:1 Sequence
0:1 move second child to first child ( temp bool)
0:1 'b' ( global bool)
0:1 Constant:
0:1 true (const bool)
0:3 Function Definition: @main( ( temp 4-component vector of float)
0:3 Function Parameters:
0:? Sequence
0:4 Sequence
0:4 move second child to first child ( temp int)
0:4 'r' ( temp int)
0:4 Constant:
0:4 0 (const int)
0:6 add second child into first child ( temp int)
0:6 'r' ( temp int)
0:6 add ( temp int)
0:6 Convert bool to int ( temp int)
0:6 'a' ( global bool)
0:6 Convert bool to int ( temp int)
0:6 'b' ( global bool)
0:7 add second child into first child ( temp int)
0:7 'r' ( temp int)
0:7 subtract ( temp int)
0:7 Convert bool to int ( temp int)
0:7 'a' ( global bool)
0:7 Convert bool to int ( temp int)
0:7 'b' ( global bool)
0:8 add second child into first child ( temp int)
0:8 'r' ( temp int)
0:8 component-wise multiply ( temp int)
0:8 Convert bool to int ( temp int)
0:8 'a' ( global bool)
0:8 Convert bool to int ( temp int)
0:8 'b' ( global bool)
0:9 add second child into first child ( temp int)
0:9 'r' ( temp int)
0:9 divide ( temp int)
0:9 Convert bool to int ( temp int)
0:9 'a' ( global bool)
0:9 Convert bool to int ( temp int)
0:9 'b' ( global bool)
0:10 add second child into first child ( temp int)
0:10 'r' ( temp int)
0:10 mod ( temp int)
0:10 Convert bool to int ( temp int)
0:10 'a' ( global bool)
0:10 Convert bool to int ( temp int)
0:10 'b' ( global bool)
0:12 add second child into first child ( temp int)
0:12 'r' ( temp int)
0:12 bitwise and ( temp int)
0:12 Convert bool to int ( temp int)
0:12 'a' ( global bool)
0:12 Convert bool to int ( temp int)
0:12 'b' ( global bool)
0:13 add second child into first child ( temp int)
0:13 'r' ( temp int)
0:13 inclusive-or ( temp int)
0:13 Convert bool to int ( temp int)
0:13 'a' ( global bool)
0:13 Convert bool to int ( temp int)
0:13 'b' ( global bool)
0:14 add second child into first child ( temp int)
0:14 'r' ( temp int)
0:14 exclusive-or ( temp int)
0:14 Convert bool to int ( temp int)
0:14 'a' ( global bool)
0:14 Convert bool to int ( temp int)
0:14 'b' ( global bool)
0:16 add second child into first child ( temp int)
0:16 'r' ( temp int)
0:16 left-shift ( temp int)
0:16 Convert bool to int ( temp int)
0:16 'a' ( global bool)
0:16 Convert bool to int ( temp int)
0:16 'b' ( global bool)
0:17 add second child into first child ( temp int)
0:17 'r' ( temp int)
0:17 right-shift ( temp int)
0:17 Convert bool to int ( temp int)
0:17 'a' ( global bool)
0:17 Convert bool to int ( temp int)
0:17 'b' ( global bool)
0:19 Branch: Return with expression
0:19 Construct vec4 ( temp 4-component vector of float)
0:19 Convert int to float ( temp float)
0:19 'r' ( temp int)
0:3 Function Definition: main( ( temp void)
0:3 Function Parameters:
0:? Sequence
0:3 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:3 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'a' ( global bool)
0:? 'b' ( global bool)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:1 Sequence
0:1 move second child to first child ( temp bool)
0:1 'b' ( global bool)
0:1 Constant:
0:1 true (const bool)
0:3 Function Definition: @main( ( temp 4-component vector of float)
0:3 Function Parameters:
0:? Sequence
0:4 Sequence
0:4 move second child to first child ( temp int)
0:4 'r' ( temp int)
0:4 Constant:
0:4 0 (const int)
0:6 add second child into first child ( temp int)
0:6 'r' ( temp int)
0:6 add ( temp int)
0:6 Convert bool to int ( temp int)
0:6 'a' ( global bool)
0:6 Convert bool to int ( temp int)
0:6 'b' ( global bool)
0:7 add second child into first child ( temp int)
0:7 'r' ( temp int)
0:7 subtract ( temp int)
0:7 Convert bool to int ( temp int)
0:7 'a' ( global bool)
0:7 Convert bool to int ( temp int)
0:7 'b' ( global bool)
0:8 add second child into first child ( temp int)
0:8 'r' ( temp int)
0:8 component-wise multiply ( temp int)
0:8 Convert bool to int ( temp int)
0:8 'a' ( global bool)
0:8 Convert bool to int ( temp int)
0:8 'b' ( global bool)
0:9 add second child into first child ( temp int)
0:9 'r' ( temp int)
0:9 divide ( temp int)
0:9 Convert bool to int ( temp int)
0:9 'a' ( global bool)
0:9 Convert bool to int ( temp int)
0:9 'b' ( global bool)
0:10 add second child into first child ( temp int)
0:10 'r' ( temp int)
0:10 mod ( temp int)
0:10 Convert bool to int ( temp int)
0:10 'a' ( global bool)
0:10 Convert bool to int ( temp int)
0:10 'b' ( global bool)
0:12 add second child into first child ( temp int)
0:12 'r' ( temp int)
0:12 bitwise and ( temp int)
0:12 Convert bool to int ( temp int)
0:12 'a' ( global bool)
0:12 Convert bool to int ( temp int)
0:12 'b' ( global bool)
0:13 add second child into first child ( temp int)
0:13 'r' ( temp int)
0:13 inclusive-or ( temp int)
0:13 Convert bool to int ( temp int)
0:13 'a' ( global bool)
0:13 Convert bool to int ( temp int)
0:13 'b' ( global bool)
0:14 add second child into first child ( temp int)
0:14 'r' ( temp int)
0:14 exclusive-or ( temp int)
0:14 Convert bool to int ( temp int)
0:14 'a' ( global bool)
0:14 Convert bool to int ( temp int)
0:14 'b' ( global bool)
0:16 add second child into first child ( temp int)
0:16 'r' ( temp int)
0:16 left-shift ( temp int)
0:16 Convert bool to int ( temp int)
0:16 'a' ( global bool)
0:16 Convert bool to int ( temp int)
0:16 'b' ( global bool)
0:17 add second child into first child ( temp int)
0:17 'r' ( temp int)
0:17 right-shift ( temp int)
0:17 Convert bool to int ( temp int)
0:17 'a' ( global bool)
0:17 Convert bool to int ( temp int)
0:17 'b' ( global bool)
0:19 Branch: Return with expression
0:19 Construct vec4 ( temp 4-component vector of float)
0:19 Convert int to float ( temp float)
0:19 'r' ( temp int)
0:3 Function Definition: main( ( temp void)
0:3 Function Parameters:
0:? Sequence
0:3 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:3 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'a' ( global bool)
0:? 'b' ( global bool)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 99
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 97
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 13 "b"
Name 17 "r"
Name 19 "a"
Name 97 "@entryPointOutput"
Decorate 97(@entryPointOutput) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypeBool
12: TypePointer Private 11(bool)
13(b): 12(ptr) Variable Private
14: 11(bool) ConstantTrue
15: TypeInt 32 1
16: TypePointer Function 15(int)
18: 15(int) Constant 0
19(a): 12(ptr) Variable Private
21: 15(int) Constant 1
96: TypePointer Output 7(fvec4)
97(@entryPointOutput): 96(ptr) Variable Output
4(main): 2 Function None 3
5: Label
Store 13(b) 14
98: 7(fvec4) FunctionCall 9(@main()
Store 97(@entryPointOutput) 98
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
17(r): 16(ptr) Variable Function
Store 17(r) 18
20: 11(bool) Load 19(a)
22: 15(int) Select 20 21 18
23: 11(bool) Load 13(b)
24: 15(int) Select 23 21 18
25: 15(int) IAdd 22 24
26: 15(int) Load 17(r)
27: 15(int) IAdd 26 25
Store 17(r) 27
28: 11(bool) Load 19(a)
29: 15(int) Select 28 21 18
30: 11(bool) Load 13(b)
31: 15(int) Select 30 21 18
32: 15(int) ISub 29 31
33: 15(int) Load 17(r)
34: 15(int) IAdd 33 32
Store 17(r) 34
35: 11(bool) Load 19(a)
36: 15(int) Select 35 21 18
37: 11(bool) Load 13(b)
38: 15(int) Select 37 21 18
39: 15(int) IMul 36 38
40: 15(int) Load 17(r)
41: 15(int) IAdd 40 39
Store 17(r) 41
42: 11(bool) Load 19(a)
43: 15(int) Select 42 21 18
44: 11(bool) Load 13(b)
45: 15(int) Select 44 21 18
46: 15(int) SDiv 43 45
47: 15(int) Load 17(r)
48: 15(int) IAdd 47 46
Store 17(r) 48
49: 11(bool) Load 19(a)
50: 15(int) Select 49 21 18
51: 11(bool) Load 13(b)
52: 15(int) Select 51 21 18
53: 15(int) SMod 50 52
54: 15(int) Load 17(r)
55: 15(int) IAdd 54 53
Store 17(r) 55
56: 11(bool) Load 19(a)
57: 15(int) Select 56 21 18
58: 11(bool) Load 13(b)
59: 15(int) Select 58 21 18
60: 15(int) BitwiseAnd 57 59
61: 15(int) Load 17(r)
62: 15(int) IAdd 61 60
Store 17(r) 62
63: 11(bool) Load 19(a)
64: 15(int) Select 63 21 18
65: 11(bool) Load 13(b)
66: 15(int) Select 65 21 18
67: 15(int) BitwiseOr 64 66
68: 15(int) Load 17(r)
69: 15(int) IAdd 68 67
Store 17(r) 69
70: 11(bool) Load 19(a)
71: 15(int) Select 70 21 18
72: 11(bool) Load 13(b)
73: 15(int) Select 72 21 18
74: 15(int) BitwiseXor 71 73
75: 15(int) Load 17(r)
76: 15(int) IAdd 75 74
Store 17(r) 76
77: 11(bool) Load 19(a)
78: 15(int) Select 77 21 18
79: 11(bool) Load 13(b)
80: 15(int) Select 79 21 18
81: 15(int) ShiftLeftLogical 78 80
82: 15(int) Load 17(r)
83: 15(int) IAdd 82 81
Store 17(r) 83
84: 11(bool) Load 19(a)
85: 15(int) Select 84 21 18
86: 11(bool) Load 13(b)
87: 15(int) Select 86 21 18
88: 15(int) ShiftRightArithmetic 85 87
89: 15(int) Load 17(r)
90: 15(int) IAdd 89 88
Store 17(r) 90
91: 15(int) Load 17(r)
92: 6(float) ConvertSToF 91
93: 7(fvec4) CompositeConstruct 92 92 92 92
ReturnValue 93
FunctionEnd
|