yum-mirror/glslang

git clone https://git.yummers.dev/yum-mirror/glslang

Pankaj MistryImplement GL_NV_gpu_shader5 and enable GL_ARB_gpu_shader5 completely5cffd9a7

main
9.7 KiB204 linesraw
1BestMatchFunction.vert
2Shader version: 150
3Requested GL_ARB_gpu_shader5
40:? Sequence
50:7  Function Definition: f(vf4;vf4; ( global 4-component vector of float)
60:7    Function Parameters: 
70:7      'a' ( in 4-component vector of float)
80:7      'b' ( in 4-component vector of float)
90:7    Sequence
100:7      Branch: Return with expression
110:7        component-wise multiply ( temp 4-component vector of float)
120:7          'a' ( in 4-component vector of float)
130:7          'b' ( in 4-component vector of float)
140:8  Function Definition: f(vu4;vu4; ( global 4-component vector of float)
150:8    Function Parameters: 
160:8      'a' ( in 4-component vector of uint)
170:8      'b' ( in 4-component vector of uint)
180:8    Sequence
190:8      Branch: Return with expression
200:8        Convert uint to float ( temp 4-component vector of float)
210:8          subtract ( temp 4-component vector of uint)
220:8            'a' ( in 4-component vector of uint)
230:8            'b' ( in 4-component vector of uint)
240:10  Function Definition: main( ( global void)
250:10    Function Parameters: 
260:12    Sequence
270:12      move second child to first child ( temp 4-component vector of float)
280:12        'result' ( smooth out 4-component vector of float)
290:12        Function Call: f(vu4;vu4; ( global 4-component vector of float)
300:12          Convert int to uint ( temp 4-component vector of uint)
310:12            'u1' ( uniform 4-component vector of int)
320:12          'u2' ( uniform 4-component vector of uint)
330:13      switch
340:13      condition
350:13        'gl_VertexID' ( gl_VertexId int VertexId)
360:13      body
370:13        Sequence
380:15          case:  with expression
390:15            Constant:
400:15              0 (const int)
410:?           Sequence
420:15            move second child to first child ( temp 4-component vector of float)
430:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
440:15                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
450:15                Constant:
460:15                  0 (const uint)
470:15              Constant:
480:15                -1.000000
490:15                1.000000
500:15                0.000000
510:15                1.000000
520:15            Branch: Break
530:16          case:  with expression
540:16            Constant:
550:16              1 (const int)
560:?           Sequence
570:16            move second child to first child ( temp 4-component vector of float)
580:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
590:16                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
600:16                Constant:
610:16                  0 (const uint)
620:16              Constant:
630:16                1.000000
640:16                1.000000
650:16                0.000000
660:16                1.000000
670:16            Branch: Break
680:17          case:  with expression
690:17            Constant:
700:17              2 (const int)
710:?           Sequence
720:17            move second child to first child ( temp 4-component vector of float)
730:17              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
740:17                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
750:17                Constant:
760:17                  0 (const uint)
770:17              Constant:
780:17                -1.000000
790:17                -1.000000
800:17                0.000000
810:17                1.000000
820:17            Branch: Break
830:18          case:  with expression
840:18            Constant:
850:18              3 (const int)
860:?           Sequence
870:18            move second child to first child ( temp 4-component vector of float)
880:18              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
890:18                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
900:18                Constant:
910:18                  0 (const uint)
920:18              Constant:
930:18                1.000000
940:18                -1.000000
950:18                0.000000
960:18                1.000000
970:18            Branch: Break
980:?   Linker Objects
990:?     'u1' ( uniform 4-component vector of int)
1000:?     'u2' ( uniform 4-component vector of uint)
1010:?     'result' ( smooth out 4-component vector of float)
1020:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance})
1030:?     'gl_VertexID' ( gl_VertexId int VertexId)
1040:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
105
106
107Linked vertex stage:
108
109
110Shader version: 150
111Requested GL_ARB_gpu_shader5
1120:? Sequence
1130:8  Function Definition: f(vu4;vu4; ( global 4-component vector of float)
1140:8    Function Parameters: 
1150:8      'a' ( in 4-component vector of uint)
1160:8      'b' ( in 4-component vector of uint)
1170:8    Sequence
1180:8      Branch: Return with expression
1190:8        Convert uint to float ( temp 4-component vector of float)
1200:8          subtract ( temp 4-component vector of uint)
1210:8            'a' ( in 4-component vector of uint)
1220:8            'b' ( in 4-component vector of uint)
1230:10  Function Definition: main( ( global void)
1240:10    Function Parameters: 
1250:12    Sequence
1260:12      move second child to first child ( temp 4-component vector of float)
1270:12        'result' ( smooth out 4-component vector of float)
1280:12        Function Call: f(vu4;vu4; ( global 4-component vector of float)
1290:12          Convert int to uint ( temp 4-component vector of uint)
1300:12            'u1' ( uniform 4-component vector of int)
1310:12          'u2' ( uniform 4-component vector of uint)
1320:13      switch
1330:13      condition
1340:13        'gl_VertexID' ( gl_VertexId int VertexId)
1350:13      body
1360:13        Sequence
1370:15          case:  with expression
1380:15            Constant:
1390:15              0 (const int)
1400:?           Sequence
1410:15            move second child to first child ( temp 4-component vector of float)
1420:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1430:15                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
1440:15                Constant:
1450:15                  0 (const uint)
1460:15              Constant:
1470:15                -1.000000
1480:15                1.000000
1490:15                0.000000
1500:15                1.000000
1510:15            Branch: Break
1520:16          case:  with expression
1530:16            Constant:
1540:16              1 (const int)
1550:?           Sequence
1560:16            move second child to first child ( temp 4-component vector of float)
1570:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1580:16                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
1590:16                Constant:
1600:16                  0 (const uint)
1610:16              Constant:
1620:16                1.000000
1630:16                1.000000
1640:16                0.000000
1650:16                1.000000
1660:16            Branch: Break
1670:17          case:  with expression
1680:17            Constant:
1690:17              2 (const int)
1700:?           Sequence
1710:17            move second child to first child ( temp 4-component vector of float)
1720:17              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1730:17                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
1740:17                Constant:
1750:17                  0 (const uint)
1760:17              Constant:
1770:17                -1.000000
1780:17                -1.000000
1790:17                0.000000
1800:17                1.000000
1810:17            Branch: Break
1820:18          case:  with expression
1830:18            Constant:
1840:18              3 (const int)
1850:?           Sequence
1860:18            move second child to first child ( temp 4-component vector of float)
1870:18              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1880:18                'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
1890:18                Constant:
1900:18                  0 (const uint)
1910:18              Constant:
1920:18                1.000000
1930:18                -1.000000
1940:18                0.000000
1950:18                1.000000
1960:18            Branch: Break
1970:?   Linker Objects
1980:?     'u1' ( uniform 4-component vector of int)
1990:?     'u2' ( uniform 4-component vector of uint)
2000:?     'result' ( smooth out 4-component vector of float)
2010:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance})
2020:?     'gl_VertexID' ( gl_VertexId int VertexId)
2030:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
204