blob: fdcc2a01b2f72963be28cfe62ef79fea67931a90 [file] [log] [blame]
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): 80008
// 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