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hlsl.inf.vert
Shader version: 500
0:? Sequence
0:2 Function Definition: @main( ( temp 4-component vector of float)
0:2 Function Parameters:
0:? Sequence
0:3 Sequence
0:3 move second child to first child ( temp float)
0:3 'f1' ( temp float)
0:3 Constant:
0:3 -1.#INF
0:4 Sequence
0:4 move second child to first child ( temp float)
0:4 'f2' ( temp float)
0:4 Constant:
0:4 +1.#INF
0:5 Sequence
0:5 move second child to first child ( temp float)
0:5 'f3' ( temp float)
0:5 Constant:
0:5 +1.#INF
0:6 Sequence
0:6 move second child to first child ( temp float)
0:6 'f4' ( temp float)
0:6 add ( temp float)
0:6 component-wise multiply ( temp float)
0:6 'f2' ( temp float)
0:6 Constant:
0:6 +1.#INF
0:6 Constant:
0:6 +1.#INF
0:10 Branch: Return with expression
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 'f1' ( temp float)
0:10 'f2' ( temp float)
0:10 'f3' ( temp float)
0:10 'f4' ( temp float)
0:10 Constant:
0:10 -1.#INF
0:10 Constant:
0:10 1.#IND
0:2 Function Definition: main( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:2 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' ( out 4-component vector of float Position)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:2 Function Definition: @main( ( temp 4-component vector of float)
0:2 Function Parameters:
0:? Sequence
0:3 Sequence
0:3 move second child to first child ( temp float)
0:3 'f1' ( temp float)
0:3 Constant:
0:3 -1.#INF
0:4 Sequence
0:4 move second child to first child ( temp float)
0:4 'f2' ( temp float)
0:4 Constant:
0:4 +1.#INF
0:5 Sequence
0:5 move second child to first child ( temp float)
0:5 'f3' ( temp float)
0:5 Constant:
0:5 +1.#INF
0:6 Sequence
0:6 move second child to first child ( temp float)
0:6 'f4' ( temp float)
0:6 add ( temp float)
0:6 component-wise multiply ( temp float)
0:6 'f2' ( temp float)
0:6 Constant:
0:6 +1.#INF
0:6 Constant:
0:6 +1.#INF
0:10 Branch: Return with expression
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 add ( temp float)
0:10 'f1' ( temp float)
0:10 'f2' ( temp float)
0:10 'f3' ( temp float)
0:10 'f4' ( temp float)
0:10 Constant:
0:10 -1.#INF
0:10 Constant:
0:10 1.#IND
0:2 Function Definition: main( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:2 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' ( out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 37
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 35
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 12 "f1"
Name 14 "f2"
Name 16 "f3"
Name 17 "f4"
Name 35 "@entryPointOutput"
Decorate 35(@entryPointOutput) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypePointer Function 6(float)
13: 6(float) Constant 4286578688
15: 6(float) Constant 2139095040
29: 6(float) Constant 4290772992
34: TypePointer Output 7(fvec4)
35(@entryPointOutput): 34(ptr) Variable Output
4(main): 2 Function None 3
5: Label
36: 7(fvec4) FunctionCall 9(@main()
Store 35(@entryPointOutput) 36
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
12(f1): 11(ptr) Variable Function
14(f2): 11(ptr) Variable Function
16(f3): 11(ptr) Variable Function
17(f4): 11(ptr) Variable Function
Store 12(f1) 13
Store 14(f2) 15
Store 16(f3) 15
18: 6(float) Load 14(f2)
19: 6(float) FMul 18 15
20: 6(float) FAdd 19 15
Store 17(f4) 20
21: 6(float) Load 12(f1)
22: 6(float) Load 14(f2)
23: 6(float) FAdd 21 22
24: 6(float) Load 16(f3)
25: 6(float) FAdd 23 24
26: 6(float) Load 17(f4)
27: 6(float) FAdd 25 26
28: 6(float) FAdd 27 13
30: 6(float) FAdd 28 29
31: 7(fvec4) CompositeConstruct 30 30 30 30
ReturnValue 31
FunctionEnd
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