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path: root/Test/baseResults/hlsl.specConstant.frag.out
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hlsl.specConstant.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:6  Function Definition: @main( ( temp 4-component vector of float)
0:6    Function Parameters: 
0:?     Sequence
0:8      Sequence
0:8        move second child to first child ( temp uint)
0:8          'i' ( temp uint)
0:8          Constant:
0:8            0 (const uint)
0:8        Loop with condition tested first
0:8          Loop Condition
0:8          Compare Less Than ( temp bool)
0:8            'i' ( temp uint)
0:8            indirect index ( const uint)
0:8              Constant:
0:8                10 (const uint)
0:8                20 (const uint)
0:8                30 (const uint)
0:8                40 (const uint)
0:8              'index' ( specialization-constant const uint)
0:8                2 (const uint)
0:8          Loop Body
0:9          move second child to first child ( temp 4-component vector of float)
0:9            'r' ( temp 4-component vector of float)
0:9            Construct vec4 ( temp 4-component vector of float)
0:9              Convert uint to float ( temp float)
0:9                'i' ( temp uint)
0:8          Loop Terminal Expression
0:8          Post-Increment ( temp uint)
0:8            'i' ( temp uint)
0:11      add second child into first child ( temp 4-component vector of float)
0:11        'r' ( temp 4-component vector of float)
0:11        Convert uint to float ( temp float)
0:11          add ( specialization-constant const uint)
0:11            'index' ( specialization-constant const uint)
0:11              2 (const uint)
0:11            'index' ( specialization-constant const uint)
0:11              2 (const uint)
0:12      add second child into first child ( temp 4-component vector of float)
0:12        'r' ( temp 4-component vector of float)
0:12        Convert uint to float ( temp float)
0:12          component-wise multiply ( specialization-constant const uint)
0:12            Constant:
0:12              2 (const uint)
0:12            'index' ( specialization-constant const uint)
0:12              2 (const uint)
0:14      Branch: Return with expression
0:14        'r' ( temp 4-component vector of float)
0:6  Function Definition: main( ( temp void)
0:6    Function Parameters: 
0:?     Sequence
0:6      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:6        Function Call: @main( ( temp 4-component vector of float)
0:?   Linker Objects
0:?     'index' ( specialization-constant const uint)
0:?       2 (const uint)
0:?     'array' ( const 4-element array of uint)
0:?       10 (const uint)
0:?       20 (const uint)
0:?       30 (const uint)
0:?       40 (const uint)
0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)


Linked fragment stage:


Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:6  Function Definition: @main( ( temp 4-component vector of float)
0:6    Function Parameters: 
0:?     Sequence
0:8      Sequence
0:8        move second child to first child ( temp uint)
0:8          'i' ( temp uint)
0:8          Constant:
0:8            0 (const uint)
0:8        Loop with condition tested first
0:8          Loop Condition
0:8          Compare Less Than ( temp bool)
0:8            'i' ( temp uint)
0:8            indirect index ( const uint)
0:8              Constant:
0:8                10 (const uint)
0:8                20 (const uint)
0:8                30 (const uint)
0:8                40 (const uint)
0:8              'index' ( specialization-constant const uint)
0:8                2 (const uint)
0:8          Loop Body
0:9          move second child to first child ( temp 4-component vector of float)
0:9            'r' ( temp 4-component vector of float)
0:9            Construct vec4 ( temp 4-component vector of float)
0:9              Convert uint to float ( temp float)
0:9                'i' ( temp uint)
0:8          Loop Terminal Expression
0:8          Post-Increment ( temp uint)
0:8            'i' ( temp uint)
0:11      add second child into first child ( temp 4-component vector of float)
0:11        'r' ( temp 4-component vector of float)
0:11        Convert uint to float ( temp float)
0:11          add ( specialization-constant const uint)
0:11            'index' ( specialization-constant const uint)
0:11              2 (const uint)
0:11            'index' ( specialization-constant const uint)
0:11              2 (const uint)
0:12      add second child into first child ( temp 4-component vector of float)
0:12        'r' ( temp 4-component vector of float)
0:12        Convert uint to float ( temp float)
0:12          component-wise multiply ( specialization-constant const uint)
0:12            Constant:
0:12              2 (const uint)
0:12            'index' ( specialization-constant const uint)
0:12              2 (const uint)
0:14      Branch: Return with expression
0:14        'r' ( temp 4-component vector of float)
0:6  Function Definition: main( ( temp void)
0:6    Function Parameters: 
0:?     Sequence
0:6      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:6        Function Call: @main( ( temp 4-component vector of float)
0:?   Linker Objects
0:?     'index' ( specialization-constant const uint)
0:?       2 (const uint)
0:?     'array' ( const 4-element array of uint)
0:?       10 (const uint)
0:?       20 (const uint)
0:?       30 (const uint)
0:?       40 (const uint)
0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)

// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 61

                              Capability Shader
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "main" 59
                              ExecutionMode 4 OriginUpperLeft
                              Source HLSL 500
                              Name 4  "main"
                              Name 9  "@main("
                              Name 13  "i"
                              Name 28  "index"
                              Name 30  "indexable"
                              Name 36  "r"
                              Name 59  "@entryPointOutput"
                              Decorate 28(index) SpecId 0
                              Decorate 59(@entryPointOutput) Location 0
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
               8:             TypeFunction 7(fvec4)
              11:             TypeInt 32 0
              12:             TypePointer Function 11(int)
              14:     11(int) Constant 0
              21:     11(int) Constant 4
              22:             TypeArray 11(int) 21
              23:     11(int) Constant 10
              24:     11(int) Constant 20
              25:     11(int) Constant 30
              26:     11(int) Constant 40
              27:          22 ConstantComposite 23 24 25 26
       28(index):     11(int) SpecConstant 2
              29:             TypePointer Function 22
              33:             TypeBool
              35:             TypePointer Function 7(fvec4)
              41:             TypeInt 32 1
              42:     41(int) Constant 1
              44:     11(int) SpecConstantOp 128 28(index) 28(index)
              49:     11(int) Constant 2
              50:     11(int) SpecConstantOp 132 49 28(index)
              58:             TypePointer Output 7(fvec4)
59(@entryPointOutput):     58(ptr) Variable Output
         4(main):           2 Function None 3
               5:             Label
              60:    7(fvec4) FunctionCall 9(@main()
                              Store 59(@entryPointOutput) 60
                              Return
                              FunctionEnd
       9(@main():    7(fvec4) Function None 8
              10:             Label
           13(i):     12(ptr) Variable Function
   30(indexable):     29(ptr) Variable Function
           36(r):     35(ptr) Variable Function
                              Store 13(i) 14
                              Branch 15
              15:             Label
                              LoopMerge 17 18 None
                              Branch 19
              19:             Label
              20:     11(int) Load 13(i)
                              Store 30(indexable) 27
              31:     12(ptr) AccessChain 30(indexable) 28(index)
              32:     11(int) Load 31
              34:    33(bool) ULessThan 20 32
                              BranchConditional 34 16 17
              16:               Label
              37:     11(int)   Load 13(i)
              38:    6(float)   ConvertUToF 37
              39:    7(fvec4)   CompositeConstruct 38 38 38 38
                                Store 36(r) 39
                                Branch 18
              18:               Label
              40:     11(int)   Load 13(i)
              43:     11(int)   IAdd 40 42
                                Store 13(i) 43
                                Branch 15
              17:             Label
              45:    6(float) ConvertUToF 44
              46:    7(fvec4) Load 36(r)
              47:    7(fvec4) CompositeConstruct 45 45 45 45
              48:    7(fvec4) FAdd 46 47
                              Store 36(r) 48
              51:    6(float) ConvertUToF 50
              52:    7(fvec4) Load 36(r)
              53:    7(fvec4) CompositeConstruct 51 51 51 51
              54:    7(fvec4) FAdd 52 53
                              Store 36(r) 54
              55:    7(fvec4) Load 36(r)
                              ReturnValue 55
                              FunctionEnd