1hlsl.doLoop.frag 2Shader version: 500 3gl_FragCoord origin is upper left 40:? Sequence 50:2 Function Definition: @PixelShaderFunction(f1; ( temp 4-component vector of float) 60:2 Function Parameters: 70:2 'input' ( in float) 80:? Sequence 90:3 Loop with condition not tested first: Unroll 100:3 Loop Condition 110:3 Constant: 120:3 false (const bool) 130:3 No loop body 140:4 Loop with condition not tested first: Unroll 150:4 Loop Condition 160:4 Constant: 170:4 false (const bool) 180:4 No loop body 190:5 Loop with condition not tested first 200:5 Loop Condition 210:5 Compare Greater Than ( temp bool) 220:5 'input' ( in float) 230:5 Constant: 240:5 2.000000 250:5 Loop Body 260:? Sequence 270:5 Branch: Return with expression 280:5 Construct vec4 ( temp 4-component vector of float) 290:5 'input' ( in float) 300:6 Loop with condition not tested first 310:6 Loop Condition 320:6 Compare Less Than ( temp bool) 330:6 'input' ( in float) 340:6 Constant: 350:6 10.000000 360:6 Loop Body 370:6 Pre-Increment ( temp float) 380:6 'input' ( in float) 390:7 Loop with condition not tested first 400:7 Loop Condition 410:7 Compare Less Than ( temp bool) 420:7 Pre-Increment ( temp float) 430:7 'input' ( in float) 440:7 Constant: 450:7 10.000000 460:7 Loop Body 470:7 Loop with condition tested first 480:7 Loop Condition 490:7 Compare Less Than ( temp bool) 500:7 Pre-Increment ( temp float) 510:7 'input' ( in float) 520:7 Constant: 530:7 10.000000 540:7 No loop body 550:8 Branch: Return with expression 560:8 Construct vec4 ( temp 4-component vector of float) 570:8 'input' ( in float) 580:2 Function Definition: PixelShaderFunction( ( temp void) 590:2 Function Parameters: 600:? Sequence 610:2 move second child to first child ( temp float) 620:? 'input' ( temp float) 630:? 'input' (layout( location=0) in float) 640:2 move second child to first child ( temp 4-component vector of float) 650:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 660:2 Function Call: @PixelShaderFunction(f1; ( temp 4-component vector of float) 670:? 'input' ( temp float) 680:? Linker Objects 690:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 700:? 'input' (layout( location=0) in float) 71 72 73Linked fragment stage: 74 75 76Shader version: 500 77gl_FragCoord origin is upper left 780:? Sequence 790:2 Function Definition: @PixelShaderFunction(f1; ( temp 4-component vector of float) 800:2 Function Parameters: 810:2 'input' ( in float) 820:? Sequence 830:3 Loop with condition not tested first: Unroll 840:3 Loop Condition 850:3 Constant: 860:3 false (const bool) 870:3 No loop body 880:4 Loop with condition not tested first: Unroll 890:4 Loop Condition 900:4 Constant: 910:4 false (const bool) 920:4 No loop body 930:5 Loop with condition not tested first 940:5 Loop Condition 950:5 Compare Greater Than ( temp bool) 960:5 'input' ( in float) 970:5 Constant: 980:5 2.000000 990:5 Loop Body 1000:? Sequence 1010:5 Branch: Return with expression 1020:5 Construct vec4 ( temp 4-component vector of float) 1030:5 'input' ( in float) 1040:6 Loop with condition not tested first 1050:6 Loop Condition 1060:6 Compare Less Than ( temp bool) 1070:6 'input' ( in float) 1080:6 Constant: 1090:6 10.000000 1100:6 Loop Body 1110:6 Pre-Increment ( temp float) 1120:6 'input' ( in float) 1130:7 Loop with condition not tested first 1140:7 Loop Condition 1150:7 Compare Less Than ( temp bool) 1160:7 Pre-Increment ( temp float) 1170:7 'input' ( in float) 1180:7 Constant: 1190:7 10.000000 1200:7 Loop Body 1210:7 Loop with condition tested first 1220:7 Loop Condition 1230:7 Compare Less Than ( temp bool) 1240:7 Pre-Increment ( temp float) 1250:7 'input' ( in float) 1260:7 Constant: 1270:7 10.000000 1280:7 No loop body 1290:8 Branch: Return with expression 1300:8 Construct vec4 ( temp 4-component vector of float) 1310:8 'input' ( in float) 1320:2 Function Definition: PixelShaderFunction( ( temp void) 1330:2 Function Parameters: 1340:? Sequence 1350:2 move second child to first child ( temp float) 1360:? 'input' ( temp float) 1370:? 'input' (layout( location=0) in float) 1380:2 move second child to first child ( temp 4-component vector of float) 1390:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 1400:2 Function Call: @PixelShaderFunction(f1; ( temp 4-component vector of float) 1410:? 'input' ( temp float) 1420:? Linker Objects 1430:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 1440:? 'input' (layout( location=0) in float) 145 146// Module Version 10000 147// Generated by (magic number): 80007 148// Id's are bound by 71 149 150 Capability Shader 151 1: ExtInstImport "GLSL.std.450" 152 MemoryModel Logical GLSL450 153 EntryPoint Fragment 4 "PixelShaderFunction" 64 67 154 ExecutionMode 4 OriginUpperLeft 155 Source HLSL 500 156 Name 4 "PixelShaderFunction" 157 Name 11 "@PixelShaderFunction(f1;" 158 Name 10 "input" 159 Name 62 "input" 160 Name 64 "input" 161 Name 67 "@entryPointOutput" 162 Name 68 "param" 163 Decorate 64(input) Location 0 164 Decorate 67(@entryPointOutput) Location 0 165 2: TypeVoid 166 3: TypeFunction 2 167 6: TypeFloat 32 168 7: TypePointer Function 6(float) 169 8: TypeVector 6(float) 4 170 9: TypeFunction 8(fvec4) 7(ptr) 171 17: TypeBool 172 18: 17(bool) ConstantFalse 173 31: 6(float) Constant 1073741824 174 38: 6(float) Constant 1065353216 175 41: 6(float) Constant 1092616192 176 63: TypePointer Input 6(float) 177 64(input): 63(ptr) Variable Input 178 66: TypePointer Output 8(fvec4) 17967(@entryPointOutput): 66(ptr) Variable Output 1804(PixelShaderFunction): 2 Function None 3 181 5: Label 182 62(input): 7(ptr) Variable Function 183 68(param): 7(ptr) Variable Function 184 65: 6(float) Load 64(input) 185 Store 62(input) 65 186 69: 6(float) Load 62(input) 187 Store 68(param) 69 188 70: 8(fvec4) FunctionCall 11(@PixelShaderFunction(f1;) 68(param) 189 Store 67(@entryPointOutput) 70 190 Return 191 FunctionEnd 19211(@PixelShaderFunction(f1;): 8(fvec4) Function None 9 193 10(input): 7(ptr) FunctionParameter 194 12: Label 195 Branch 13 196 13: Label 197 LoopMerge 15 16 Unroll 198 Branch 14 199 14: Label 200 Branch 16 201 16: Label 202 BranchConditional 18 13 15 203 15: Label 204 Branch 19 205 19: Label 206 LoopMerge 21 22 Unroll 207 Branch 20 208 20: Label 209 Branch 22 210 22: Label 211 BranchConditional 18 19 21 212 21: Label 213 Branch 23 214 23: Label 215 LoopMerge 25 26 None 216 Branch 24 217 24: Label 218 27: 6(float) Load 10(input) 219 28: 8(fvec4) CompositeConstruct 27 27 27 27 220 ReturnValue 28 221 26: Label 222 30: 6(float) Load 10(input) 223 32: 17(bool) FOrdGreaterThan 30 31 224 BranchConditional 32 23 25 225 25: Label 226 Branch 33 227 33: Label 228 LoopMerge 35 36 None 229 Branch 34 230 34: Label 231 37: 6(float) Load 10(input) 232 39: 6(float) FAdd 37 38 233 Store 10(input) 39 234 Branch 36 235 36: Label 236 40: 6(float) Load 10(input) 237 42: 17(bool) FOrdLessThan 40 41 238 BranchConditional 42 33 35 239 35: Label 240 Branch 43 241 43: Label 242 LoopMerge 45 46 None 243 Branch 44 244 44: Label 245 Branch 47 246 47: Label 247 LoopMerge 49 50 None 248 Branch 51 249 51: Label 250 52: 6(float) Load 10(input) 251 53: 6(float) FAdd 52 38 252 Store 10(input) 53 253 54: 17(bool) FOrdLessThan 53 41 254 BranchConditional 54 48 49 255 48: Label 256 Branch 50 257 50: Label 258 Branch 47 259 49: Label 260 Branch 46 261 46: Label 262 55: 6(float) Load 10(input) 263 56: 6(float) FAdd 55 38 264 Store 10(input) 56 265 57: 17(bool) FOrdLessThan 56 41 266 BranchConditional 57 43 45 267 45: Label 268 58: 6(float) Load 10(input) 269 59: 8(fvec4) CompositeConstruct 58 58 58 58 270 ReturnValue 59 271 FunctionEnd 272