• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1floatBitsToInt.vert
2WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
3
4Shader version: 150
5Requested GL_ARB_gpu_shader5
60:? Sequence
70:6  Function Definition: main( ( global void)
80:6    Function Parameters:
90:8    Sequence
100:8      move second child to first child ( temp 4-component vector of float)
110:8        'result' ( smooth out 4-component vector of float)
120:8        Constant:
130:8          1.000000
140:8          1.000000
150:8          1.000000
160:8          1.000000
170:9      Sequence
180:9        move second child to first child ( temp int)
190:9          'ret_val' ( temp int)
200:9          floatBitsToInt ( global int)
210:9            'value' ( uniform float)
220:10      Test condition and select ( temp void)
230:10        Condition
240:10        Compare Not Equal ( temp bool)
250:10          'expected_value' ( uniform int)
260:10          'ret_val' ( temp int)
270:10        true case
280:10        Sequence
290:10          move second child to first child ( temp 4-component vector of float)
300:10            'result' ( smooth out 4-component vector of float)
310:10            Constant:
320:10              0.000000
330:10              0.000000
340:10              0.000000
350:10              0.000000
360:12      switch
370:12      condition
380:12        'gl_VertexID' ( gl_VertexId int VertexId)
390:12      body
400:12        Sequence
410:13          case:  with expression
420:13            Constant:
430:13              0 (const int)
440:?           Sequence
450:13            move second child to first child ( temp 4-component vector of float)
460:13              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
470:13                '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})
480:13                Constant:
490:13                  0 (const uint)
500:13              Constant:
510:13                -1.000000
520:13                1.000000
530:13                0.000000
540:13                1.000000
550:13            Branch: Break
560:14          case:  with expression
570:14            Constant:
580:14              1 (const int)
590:?           Sequence
600:14            move second child to first child ( temp 4-component vector of float)
610:14              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
620:14                '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})
630:14                Constant:
640:14                  0 (const uint)
650:14              Constant:
660:14                1.000000
670:14                1.000000
680:14                0.000000
690:14                1.000000
700:14            Branch: Break
710:15          case:  with expression
720:15            Constant:
730:15              2 (const int)
740:?           Sequence
750:15            move second child to first child ( temp 4-component vector of float)
760:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
770:15                '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})
780:15                Constant:
790:15                  0 (const uint)
800:15              Constant:
810:15                -1.000000
820:15                -1.000000
830:15                0.000000
840:15                1.000000
850:15            Branch: Break
860:16          case:  with expression
870:16            Constant:
880:16              3 (const int)
890:?           Sequence
900:16            move second child to first child ( temp 4-component vector of float)
910:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
920:16                '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})
930:16                Constant:
940:16                  0 (const uint)
950:16              Constant:
960:16                1.000000
970:16                -1.000000
980:16                0.000000
990:16                1.000000
1000:16            Branch: Break
1010:?   Linker Objects
1020:?     'expected_value' ( uniform int)
1030:?     'value' ( uniform float)
1040:?     'result' ( smooth out 4-component vector of float)
1050:?     '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})
1060:?     'gl_VertexID' ( gl_VertexId int VertexId)
1070:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
108
109
110Linked vertex stage:
111
112
113Shader version: 150
114Requested GL_ARB_gpu_shader5
1150:? Sequence
1160:6  Function Definition: main( ( global void)
1170:6    Function Parameters:
1180:8    Sequence
1190:8      move second child to first child ( temp 4-component vector of float)
1200:8        'result' ( smooth out 4-component vector of float)
1210:8        Constant:
1220:8          1.000000
1230:8          1.000000
1240:8          1.000000
1250:8          1.000000
1260:9      Sequence
1270:9        move second child to first child ( temp int)
1280:9          'ret_val' ( temp int)
1290:9          floatBitsToInt ( global int)
1300:9            'value' ( uniform float)
1310:10      Test condition and select ( temp void)
1320:10        Condition
1330:10        Compare Not Equal ( temp bool)
1340:10          'expected_value' ( uniform int)
1350:10          'ret_val' ( temp int)
1360:10        true case
1370:10        Sequence
1380:10          move second child to first child ( temp 4-component vector of float)
1390:10            'result' ( smooth out 4-component vector of float)
1400:10            Constant:
1410:10              0.000000
1420:10              0.000000
1430:10              0.000000
1440:10              0.000000
1450:12      switch
1460:12      condition
1470:12        'gl_VertexID' ( gl_VertexId int VertexId)
1480:12      body
1490:12        Sequence
1500:13          case:  with expression
1510:13            Constant:
1520:13              0 (const int)
1530:?           Sequence
1540:13            move second child to first child ( temp 4-component vector of float)
1550:13              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1560:13                '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})
1570:13                Constant:
1580:13                  0 (const uint)
1590:13              Constant:
1600:13                -1.000000
1610:13                1.000000
1620:13                0.000000
1630:13                1.000000
1640:13            Branch: Break
1650:14          case:  with expression
1660:14            Constant:
1670:14              1 (const int)
1680:?           Sequence
1690:14            move second child to first child ( temp 4-component vector of float)
1700:14              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1710:14                '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})
1720:14                Constant:
1730:14                  0 (const uint)
1740:14              Constant:
1750:14                1.000000
1760:14                1.000000
1770:14                0.000000
1780:14                1.000000
1790:14            Branch: Break
1800:15          case:  with expression
1810:15            Constant:
1820:15              2 (const int)
1830:?           Sequence
1840:15            move second child to first child ( temp 4-component vector of float)
1850:15              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
1860:15                '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})
1870:15                Constant:
1880:15                  0 (const uint)
1890:15              Constant:
1900:15                -1.000000
1910:15                -1.000000
1920:15                0.000000
1930:15                1.000000
1940:15            Branch: Break
1950:16          case:  with expression
1960:16            Constant:
1970:16              3 (const int)
1980:?           Sequence
1990:16            move second child to first child ( temp 4-component vector of float)
2000:16              gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
2010:16                '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})
2020:16                Constant:
2030:16                  0 (const uint)
2040:16              Constant:
2050:16                1.000000
2060:16                -1.000000
2070:16                0.000000
2080:16                1.000000
2090:16            Branch: Break
2100:?   Linker Objects
2110:?     'expected_value' ( uniform int)
2120:?     'value' ( uniform float)
2130:?     'result' ( smooth out 4-component vector of float)
2140:?     '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})
2150:?     'gl_VertexID' ( gl_VertexId int VertexId)
2160:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
217
218