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
9.4 KiB215 linesraw
1floatBitsToInt.vert
2Shader version: 150
3Requested GL_ARB_gpu_shader5
40:? Sequence
50:6  Function Definition: main( ( global void)
60:6    Function Parameters: 
70:8    Sequence
80:8      move second child to first child ( temp 4-component vector of float)
90:8        'result' ( smooth out 4-component vector of float)
100:8        Constant:
110:8          1.000000
120:8          1.000000
130:8          1.000000
140:8          1.000000
150:9      Sequence
160:9        move second child to first child ( temp int)
170:9          'ret_val' ( temp int)
180:9          floatBitsToInt ( global int)
190:9            'value' ( uniform float)
200:10      Test condition and select ( temp void)
210:10        Condition
220:10        Compare Not Equal ( temp bool)
230:10          'expected_value' ( uniform int)
240:10          'ret_val' ( temp int)
250:10        true case
260:10        Sequence
270:10          move second child to first child ( temp 4-component vector of float)
280:10            'result' ( smooth out 4-component vector of float)
290:10            Constant:
300:10              0.000000
310:10              0.000000
320:10              0.000000
330:10              0.000000
340:12      switch
350:12      condition
360:12        'gl_VertexID' ( gl_VertexId int VertexId)
370:12      body
380:12        Sequence
390:13          case:  with expression
400:13            Constant:
410:13              0 (const int)
420:?           Sequence
430:13            move second child to first child ( temp 4-component vector of float)
440:13              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
450:13                '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})
460:13                Constant:
470:13                  0 (const uint)
480:13              Constant:
490:13                -1.000000
500:13                1.000000
510:13                0.000000
520:13                1.000000
530:13            Branch: Break
540:14          case:  with expression
550:14            Constant:
560:14              1 (const int)
570:?           Sequence
580:14            move second child to first child ( temp 4-component vector of float)
590:14              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
600:14                '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})
610:14                Constant:
620:14                  0 (const uint)
630:14              Constant:
640:14                1.000000
650:14                1.000000
660:14                0.000000
670:14                1.000000
680:14            Branch: Break
690:15          case:  with expression
700:15            Constant:
710:15              2 (const int)
720:?           Sequence
730:15            move second child to first child ( temp 4-component vector of float)
740:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
750:15                '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})
760:15                Constant:
770:15                  0 (const uint)
780:15              Constant:
790:15                -1.000000
800:15                -1.000000
810:15                0.000000
820:15                1.000000
830:15            Branch: Break
840:16          case:  with expression
850:16            Constant:
860:16              3 (const int)
870:?           Sequence
880:16            move second child to first child ( temp 4-component vector of float)
890:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
900:16                '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})
910:16                Constant:
920:16                  0 (const uint)
930:16              Constant:
940:16                1.000000
950:16                -1.000000
960:16                0.000000
970:16                1.000000
980:16            Branch: Break
990:?   Linker Objects
1000:?     'expected_value' ( uniform int)
1010:?     'value' ( uniform float)
1020:?     'result' ( smooth out 4-component vector of float)
1030:?     '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})
1040:?     'gl_VertexID' ( gl_VertexId int VertexId)
1050:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
106
107
108Linked vertex stage:
109
110
111Shader version: 150
112Requested GL_ARB_gpu_shader5
1130:? Sequence
1140:6  Function Definition: main( ( global void)
1150:6    Function Parameters: 
1160:8    Sequence
1170:8      move second child to first child ( temp 4-component vector of float)
1180:8        'result' ( smooth out 4-component vector of float)
1190:8        Constant:
1200:8          1.000000
1210:8          1.000000
1220:8          1.000000
1230:8          1.000000
1240:9      Sequence
1250:9        move second child to first child ( temp int)
1260:9          'ret_val' ( temp int)
1270:9          floatBitsToInt ( global int)
1280:9            'value' ( uniform float)
1290:10      Test condition and select ( temp void)
1300:10        Condition
1310:10        Compare Not Equal ( temp bool)
1320:10          'expected_value' ( uniform int)
1330:10          'ret_val' ( temp int)
1340:10        true case
1350:10        Sequence
1360:10          move second child to first child ( temp 4-component vector of float)
1370:10            'result' ( smooth out 4-component vector of float)
1380:10            Constant:
1390:10              0.000000
1400:10              0.000000
1410:10              0.000000
1420:10              0.000000
1430:12      switch
1440:12      condition
1450:12        'gl_VertexID' ( gl_VertexId int VertexId)
1460:12      body
1470:12        Sequence
1480:13          case:  with expression
1490:13            Constant:
1500:13              0 (const int)
1510:?           Sequence
1520:13            move second child to first child ( temp 4-component vector of float)
1530:13              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1540:13                '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})
1550:13                Constant:
1560:13                  0 (const uint)
1570:13              Constant:
1580:13                -1.000000
1590:13                1.000000
1600:13                0.000000
1610:13                1.000000
1620:13            Branch: Break
1630:14          case:  with expression
1640:14            Constant:
1650:14              1 (const int)
1660:?           Sequence
1670:14            move second child to first child ( temp 4-component vector of float)
1680:14              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1690:14                '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})
1700:14                Constant:
1710:14                  0 (const uint)
1720:14              Constant:
1730:14                1.000000
1740:14                1.000000
1750:14                0.000000
1760:14                1.000000
1770:14            Branch: Break
1780:15          case:  with expression
1790:15            Constant:
1800:15              2 (const int)
1810:?           Sequence
1820:15            move second child to first child ( temp 4-component vector of float)
1830:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1840:15                '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})
1850:15                Constant:
1860:15                  0 (const uint)
1870:15              Constant:
1880:15                -1.000000
1890:15                -1.000000
1900:15                0.000000
1910:15                1.000000
1920:15            Branch: Break
1930:16          case:  with expression
1940:16            Constant:
1950:16              3 (const int)
1960:?           Sequence
1970:16            move second child to first child ( temp 4-component vector of float)
1980:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1990:16                '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})
2000:16                Constant:
2010:16                  0 (const uint)
2020:16              Constant:
2030:16                1.000000
2040:16                -1.000000
2050:16                0.000000
2060:16                1.000000
2070:16            Branch: Break
2080:?   Linker Objects
2090:?     'expected_value' ( uniform int)
2100:?     'value' ( uniform float)
2110:?     'result' ( smooth out 4-component vector of float)
2120:?     '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})
2130:?     'gl_VertexID' ( gl_VertexId int VertexId)
2140:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
215