blob: 84ea6f4912f112b90efcebf7457a33c21e9078fd [file] [log] [blame]
hlsl.intrinsics.promote.down.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child ( temp uint)
0:16 'r00' ( temp uint)
0:16 bitCount ( temp uint)
0:16 Convert float to uint ( temp uint)
0:16 f: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
0:17 move second child to first child ( temp 2-component vector of uint)
0:17 'r01' ( temp 2-component vector of uint)
0:17 bitFieldReverse ( temp 2-component vector of uint)
0:17 Convert float to uint ( temp 2-component vector of uint)
0:17 f2: direct index for structure ( uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 color: direct index for structure ( temp 4-component vector of float)
0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:21 Branch: Return with expression
0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child ( temp uint)
0:16 'r00' ( temp uint)
0:16 bitCount ( temp uint)
0:16 Convert float to uint ( temp uint)
0:16 f: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
0:17 move second child to first child ( temp 2-component vector of uint)
0:17 'r01' ( temp 2-component vector of uint)
0:17 bitFieldReverse ( temp 2-component vector of uint)
0:17 Convert float to uint ( temp 2-component vector of uint)
0:17 f2: direct index for structure ( uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 color: direct index for structure ( temp 4-component vector of float)
0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:21 Branch: Return with expression
0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80007
// Id's are bound by 50
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 47
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "color"
Name 10 "@main("
Name 14 "r00"
Name 19 "$Global"
MemberName 19($Global) 0 "i"
MemberName 19($Global) 1 "u"
MemberName 19($Global) 2 "f"
MemberName 19($Global) 3 "b"
MemberName 19($Global) 4 "i2"
MemberName 19($Global) 5 "u2"
MemberName 19($Global) 6 "f2"
MemberName 19($Global) 7 "b2"
Name 21 ""
Name 29 "r01"
Name 37 "ps_output"
Name 47 "@entryPointOutput.color"
MemberDecorate 19($Global) 0 Offset 0
MemberDecorate 19($Global) 1 Offset 4
MemberDecorate 19($Global) 2 Offset 8
MemberDecorate 19($Global) 3 Offset 12
MemberDecorate 19($Global) 4 Offset 16
MemberDecorate 19($Global) 5 Offset 24
MemberDecorate 19($Global) 6 Offset 32
MemberDecorate 19($Global) 7 Offset 40
Decorate 19($Global) Block
Decorate 21 DescriptorSet 0
Decorate 21 Binding 0
Decorate 47(@entryPointOutput.color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4)
9: TypeFunction 8(PS_OUTPUT)
12: TypeInt 32 0
13: TypePointer Function 12(int)
15: TypeInt 32 1
16: TypeVector 15(int) 2
17: TypeVector 12(int) 2
18: TypeVector 6(float) 2
19($Global): TypeStruct 15(int) 12(int) 6(float) 12(int) 16(ivec2) 17(ivec2) 18(fvec2) 17(ivec2)
20: TypePointer Uniform 19($Global)
21: 20(ptr) Variable Uniform
22: 15(int) Constant 2
23: TypePointer Uniform 6(float)
28: TypePointer Function 17(ivec2)
30: 15(int) Constant 6
31: TypePointer Uniform 18(fvec2)
36: TypePointer Function 8(PS_OUTPUT)
38: 15(int) Constant 0
39: 6(float) Constant 0
40: 7(fvec4) ConstantComposite 39 39 39 39
41: TypePointer Function 7(fvec4)
46: TypePointer Output 7(fvec4)
47(@entryPointOutput.color): 46(ptr) Variable Output
4(main): 2 Function None 3
5: Label
48:8(PS_OUTPUT) FunctionCall 10(@main()
49: 7(fvec4) CompositeExtract 48 0
Store 47(@entryPointOutput.color) 49
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
14(r00): 13(ptr) Variable Function
29(r01): 28(ptr) Variable Function
37(ps_output): 36(ptr) Variable Function
24: 23(ptr) AccessChain 21 22
25: 6(float) Load 24
26: 12(int) ConvertFToU 25
27: 12(int) BitCount 26
Store 14(r00) 27
32: 31(ptr) AccessChain 21 30
33: 18(fvec2) Load 32
34: 17(ivec2) ConvertFToU 33
35: 17(ivec2) BitReverse 34
Store 29(r01) 35
42: 41(ptr) AccessChain 37(ps_output) 38
Store 42 40
43:8(PS_OUTPUT) Load 37(ps_output)
ReturnValue 43
FunctionEnd