glslang/Test/baseResults/hlsl.if.frag.out
John Kessenich 7e997e2612 HLSL: Implicit bool conversions for conditional expressions and related.
Covers if(cond), while(cond), do-while(cond), for(;cond;), and (cond ? :).
Fixes #778.
2017-03-30 22:52:33 -06:00

370 lines
16 KiB
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Executable File

hlsl.if.frag
Shader version: 450
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 Test condition and select ( temp void)
0:3 Condition
0:3 all ( temp bool)
0:3 Equal ( temp 4-component vector of bool)
0:3 'input' ( in 4-component vector of float)
0:3 'input' ( in 4-component vector of float)
0:3 true case
0:4 Branch: Return with expression
0:4 'input' ( in 4-component vector of float)
0:6 Test condition and select ( temp void)
0:6 Condition
0:6 all ( temp bool)
0:6 Equal ( temp 4-component vector of bool)
0:6 'input' ( in 4-component vector of float)
0:6 'input' ( in 4-component vector of float)
0:6 true case
0:7 Branch: Return with expression
0:7 'input' ( in 4-component vector of float)
0:6 false case
0:9 Branch: Return with expression
0:9 Negate value ( temp 4-component vector of float)
0:9 'input' ( in 4-component vector of float)
0:11 Test condition and select ( temp void)
0:11 Condition
0:11 all ( temp bool)
0:11 Equal ( temp 4-component vector of bool)
0:11 'input' ( in 4-component vector of float)
0:11 'input' ( in 4-component vector of float)
0:11 true case is null
0:14 Test condition and select ( temp void)
0:14 Condition
0:14 all ( temp bool)
0:14 Equal ( temp 4-component vector of bool)
0:14 'input' ( in 4-component vector of float)
0:14 'input' ( in 4-component vector of float)
0:14 true case is null
0:19 Test condition and select ( temp void)
0:19 Condition
0:19 all ( temp bool)
0:19 Equal ( temp 4-component vector of bool)
0:19 'input' ( in 4-component vector of float)
0:19 'input' ( in 4-component vector of float)
0:19 true case
0:? Sequence
0:20 Branch: Return with expression
0:20 'input' ( in 4-component vector of float)
0:23 Test condition and select ( temp void)
0:23 Condition
0:23 all ( temp bool)
0:23 Equal ( temp 4-component vector of bool)
0:23 'input' ( in 4-component vector of float)
0:23 'input' ( in 4-component vector of float)
0:23 true case
0:? Sequence
0:24 Branch: Return with expression
0:24 'input' ( in 4-component vector of float)
0:23 false case
0:? Sequence
0:26 Branch: Return with expression
0:26 Negate value ( temp 4-component vector of float)
0:26 'input' ( in 4-component vector of float)
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 Convert float to bool ( temp bool)
0:30 move second child to first child ( temp float)
0:30 'ii' ( temp float)
0:30 direct index ( temp float)
0:30 'input' ( in 4-component vector of float)
0:30 Constant:
0:30 2 (const int)
0:30 true case
0:31 Pre-Increment ( temp float)
0:31 'ii' ( temp float)
0:32 Pre-Increment ( temp int)
0:32 'ii' ( temp int)
0:33 Test condition and select ( temp void)
0:33 Condition
0:33 Compare Equal ( temp bool)
0:33 Convert int to float ( temp float)
0:33 'ii' ( temp int)
0:33 Constant:
0:33 1.000000
0:33 true case
0:34 Pre-Increment ( temp int)
0:34 'ii' ( temp int)
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: 450
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 Test condition and select ( temp void)
0:3 Condition
0:3 all ( temp bool)
0:3 Equal ( temp 4-component vector of bool)
0:3 'input' ( in 4-component vector of float)
0:3 'input' ( in 4-component vector of float)
0:3 true case
0:4 Branch: Return with expression
0:4 'input' ( in 4-component vector of float)
0:6 Test condition and select ( temp void)
0:6 Condition
0:6 all ( temp bool)
0:6 Equal ( temp 4-component vector of bool)
0:6 'input' ( in 4-component vector of float)
0:6 'input' ( in 4-component vector of float)
0:6 true case
0:7 Branch: Return with expression
0:7 'input' ( in 4-component vector of float)
0:6 false case
0:9 Branch: Return with expression
0:9 Negate value ( temp 4-component vector of float)
0:9 'input' ( in 4-component vector of float)
0:11 Test condition and select ( temp void)
0:11 Condition
0:11 all ( temp bool)
0:11 Equal ( temp 4-component vector of bool)
0:11 'input' ( in 4-component vector of float)
0:11 'input' ( in 4-component vector of float)
0:11 true case is null
0:14 Test condition and select ( temp void)
0:14 Condition
0:14 all ( temp bool)
0:14 Equal ( temp 4-component vector of bool)
0:14 'input' ( in 4-component vector of float)
0:14 'input' ( in 4-component vector of float)
0:14 true case is null
0:19 Test condition and select ( temp void)
0:19 Condition
0:19 all ( temp bool)
0:19 Equal ( temp 4-component vector of bool)
0:19 'input' ( in 4-component vector of float)
0:19 'input' ( in 4-component vector of float)
0:19 true case
0:? Sequence
0:20 Branch: Return with expression
0:20 'input' ( in 4-component vector of float)
0:23 Test condition and select ( temp void)
0:23 Condition
0:23 all ( temp bool)
0:23 Equal ( temp 4-component vector of bool)
0:23 'input' ( in 4-component vector of float)
0:23 'input' ( in 4-component vector of float)
0:23 true case
0:? Sequence
0:24 Branch: Return with expression
0:24 'input' ( in 4-component vector of float)
0:23 false case
0:? Sequence
0:26 Branch: Return with expression
0:26 Negate value ( temp 4-component vector of float)
0:26 'input' ( in 4-component vector of float)
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 Convert float to bool ( temp bool)
0:30 move second child to first child ( temp float)
0:30 'ii' ( temp float)
0:30 direct index ( temp float)
0:30 'input' ( in 4-component vector of float)
0:30 Constant:
0:30 2 (const int)
0:30 true case
0:31 Pre-Increment ( temp float)
0:31 'ii' ( temp float)
0:32 Pre-Increment ( temp int)
0:32 'ii' ( temp int)
0:33 Test condition and select ( temp void)
0:33 Condition
0:33 Compare Equal ( temp bool)
0:33 Convert int to float ( temp float)
0:33 'ii' ( temp int)
0:33 Constant:
0:33 1.000000
0:33 true case
0:34 Pre-Increment ( temp int)
0:34 'ii' ( temp int)
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): 80001
// Id's are bound by 103
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 96 99
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 11 "@PixelShaderFunction(vf4;"
Name 10 "input"
Name 68 "ii"
Name 82 "ii"
Name 94 "input"
Name 96 "input"
Name 99 "@entryPointOutput"
Name 100 "param"
Decorate 96(input) Location 0
Decorate 99(@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: TypeBool
16: TypeVector 15(bool) 4
67: TypePointer Function 6(float)
69: TypeInt 32 0
70: 69(int) Constant 2
73: 6(float) Constant 0
78: 6(float) Constant 1065353216
80: TypeInt 32 1
81: TypePointer Function 80(int)
84: 80(int) Constant 1
95: TypePointer Input 7(fvec4)
96(input): 95(ptr) Variable Input
98: TypePointer Output 7(fvec4)
99(@entryPointOutput): 98(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
94(input): 8(ptr) Variable Function
100(param): 8(ptr) Variable Function
97: 7(fvec4) Load 96(input)
Store 94(input) 97
101: 7(fvec4) Load 94(input)
Store 100(param) 101
102: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 100(param)
Store 99(@entryPointOutput) 102
Return
FunctionEnd
11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
68(ii): 67(ptr) Variable Function
82(ii): 81(ptr) Variable Function
13: 7(fvec4) Load 10(input)
14: 7(fvec4) Load 10(input)
17: 16(bvec4) FOrdEqual 13 14
18: 15(bool) All 17
SelectionMerge 20 None
BranchConditional 18 19 20
19: Label
21: 7(fvec4) Load 10(input)
ReturnValue 21
20: Label
23: 7(fvec4) Load 10(input)
24: 7(fvec4) Load 10(input)
25: 16(bvec4) FOrdEqual 23 24
26: 15(bool) All 25
SelectionMerge 28 None
BranchConditional 26 27 31
27: Label
29: 7(fvec4) Load 10(input)
ReturnValue 29
31: Label
32: 7(fvec4) Load 10(input)
33: 7(fvec4) FNegate 32
ReturnValue 33
28: Label
35: 7(fvec4) Load 10(input)
36: 7(fvec4) Load 10(input)
37: 16(bvec4) FOrdEqual 35 36
38: 15(bool) All 37
SelectionMerge 40 None
BranchConditional 38 39 40
39: Label
Branch 40
40: Label
41: 7(fvec4) Load 10(input)
42: 7(fvec4) Load 10(input)
43: 16(bvec4) FOrdEqual 41 42
44: 15(bool) All 43
SelectionMerge 46 None
BranchConditional 44 45 46
45: Label
Branch 46
46: Label
47: 7(fvec4) Load 10(input)
48: 7(fvec4) Load 10(input)
49: 16(bvec4) FOrdEqual 47 48
50: 15(bool) All 49
SelectionMerge 52 None
BranchConditional 50 51 52
51: Label
53: 7(fvec4) Load 10(input)
ReturnValue 53
52: Label
55: 7(fvec4) Load 10(input)
56: 7(fvec4) Load 10(input)
57: 16(bvec4) FOrdEqual 55 56
58: 15(bool) All 57
SelectionMerge 60 None
BranchConditional 58 59 63
59: Label
61: 7(fvec4) Load 10(input)
ReturnValue 61
63: Label
64: 7(fvec4) Load 10(input)
65: 7(fvec4) FNegate 64
ReturnValue 65
60: Label
71: 67(ptr) AccessChain 10(input) 70
72: 6(float) Load 71
Store 68(ii) 72
74: 15(bool) FOrdNotEqual 72 73
SelectionMerge 76 None
BranchConditional 74 75 76
75: Label
77: 6(float) Load 68(ii)
79: 6(float) FAdd 77 78
Store 68(ii) 79
Branch 76
76: Label
83: 80(int) Load 82(ii)
85: 80(int) IAdd 83 84
Store 82(ii) 85
86: 80(int) Load 82(ii)
87: 6(float) ConvertSToF 86
88: 15(bool) FOrdEqual 87 78
SelectionMerge 90 None
BranchConditional 88 89 90
89: Label
91: 80(int) Load 82(ii)
92: 80(int) IAdd 91 84
Store 82(ii) 92
Branch 90
90: Label
93: 7(fvec4) Undef
ReturnValue 93
FunctionEnd