yum-mirror/glslang
git clone https://git.yummers.dev/yum-mirror/glslang
5cffd9a7
main
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