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path: root/Test/baseResults/hlsl.cast.frag.out
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hlsl.cast.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:2  Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:2    Function Parameters: 
0:2      'input' ( in 4-component vector of float)
0:?     Sequence
0:3      Branch: Return with expression
0:3        add ( temp 4-component vector of float)
0:3          add ( temp 4-component vector of float)
0:3            'input' ( in 4-component vector of float)
0:3            Convert int to float ( temp 4-component vector of float)
0:3              Convert float to int ( temp 4-component vector of int)
0:3                'input' ( in 4-component vector of float)
0:3          Constant:
0:3            1.198000
0:3            1.198000
0:3            1.198000
0:3            1.198000
0:2  Function Definition: PixelShaderFunction( ( temp void)
0:2    Function Parameters: 
0:?     Sequence
0:2      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)
0:2      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2        Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:?           'input' ( temp 4-component vector of float)
0:?   Linker Objects
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
0:2  Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:2    Function Parameters: 
0:2      'input' ( in 4-component vector of float)
0:?     Sequence
0:3      Branch: Return with expression
0:3        add ( temp 4-component vector of float)
0:3          add ( temp 4-component vector of float)
0:3            'input' ( in 4-component vector of float)
0:3            Convert int to float ( temp 4-component vector of float)
0:3              Convert float to int ( temp 4-component vector of int)
0:3                'input' ( in 4-component vector of float)
0:3          Constant:
0:3            1.198000
0:3            1.198000
0:3            1.198000
0:3            1.198000
0:2  Function Definition: PixelShaderFunction( ( temp void)
0:2    Function Parameters: 
0:?     Sequence
0:2      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)
0:2      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2        Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:?           'input' ( temp 4-component vector of float)
0:?   Linker Objects
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): 8000a
// Id's are bound by 34

                              Capability Shader
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "PixelShaderFunction" 27 30
                              ExecutionMode 4 OriginUpperLeft
                              Source HLSL 500
                              Name 4  "PixelShaderFunction"
                              Name 11  "@PixelShaderFunction(vf4;"
                              Name 10  "input"
                              Name 25  "input"
                              Name 27  "input"
                              Name 30  "@entryPointOutput"
                              Name 31  "param"
                              Decorate 27(input) Location 0
                              Decorate 30(@entryPointOutput) Location 0
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
               8:             TypePointer Function 7(fvec4)
               9:             TypeFunction 7(fvec4) 8(ptr)
              15:             TypeInt 32 1
              16:             TypeVector 15(int) 4
              20:    6(float) Constant 1067014160
              21:    7(fvec4) ConstantComposite 20 20 20 20
              26:             TypePointer Input 7(fvec4)
       27(input):     26(ptr) Variable Input
              29:             TypePointer Output 7(fvec4)
30(@entryPointOutput):     29(ptr) Variable Output
4(PixelShaderFunction):           2 Function None 3
               5:             Label
       25(input):      8(ptr) Variable Function
       31(param):      8(ptr) Variable Function
              28:    7(fvec4) Load 27(input)
                              Store 25(input) 28
              32:    7(fvec4) Load 25(input)
                              Store 31(param) 32
              33:    7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 31(param)
                              Store 30(@entryPointOutput) 33
                              Return
                              FunctionEnd
11(@PixelShaderFunction(vf4;):    7(fvec4) Function None 9
       10(input):      8(ptr) FunctionParameter
              12:             Label
              13:    7(fvec4) Load 10(input)
              14:    7(fvec4) Load 10(input)
              17:   16(ivec4) ConvertFToS 14
              18:    7(fvec4) ConvertSToF 17
              19:    7(fvec4) FAdd 13 18
              22:    7(fvec4) FAdd 19 21
                              ReturnValue 22
                              FunctionEnd