1 hlsl.whileLoop.frag 2 Shader version: 500 3 gl_FragCoord origin is upper left 4 0:? Sequence 5 0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 6 0:2 Function Parameters: 7 0:2 'input' ( in 4-component vector of float) 8 0:? Sequence 9 0:3 Loop with condition tested first 10 0:3 Loop Condition 11 0:3 any ( temp bool) 12 0:3 NotEqual ( temp 4-component vector of bool) 13 0:3 'input' ( in 4-component vector of float) 14 0:3 'input' ( in 4-component vector of float) 15 0:3 Loop Body 16 0:? Sequence 17 0:3 Branch: Return with expression 18 0:3 'input' ( in 4-component vector of float) 19 0:4 Loop with condition tested first 20 0:4 Loop Condition 21 0:4 Constant: 22 0:4 false (const bool) 23 0:4 No loop body 24 0:5 Loop with condition tested first: Unroll 25 0:5 Loop Condition 26 0:5 Constant: 27 0:5 false (const bool) 28 0:5 No loop body 29 0:6 Loop with condition tested first 30 0:6 Loop Condition 31 0:6 Constant: 32 0:6 false (const bool) 33 0:6 No loop body 34 0:2 Function Definition: PixelShaderFunction( ( temp void) 35 0:2 Function Parameters: 36 0:? Sequence 37 0:2 move second child to first child ( temp 4-component vector of float) 38 0:? 'input' ( temp 4-component vector of float) 39 0:? 'input' (layout( location=0) in 4-component vector of float) 40 0:2 move second child to first child ( temp 4-component vector of float) 41 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 42 0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 43 0:? 'input' ( temp 4-component vector of float) 44 0:? Linker Objects 45 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 46 0:? 'input' (layout( location=0) in 4-component vector of float) 47 48 49 Linked fragment stage: 50 51 52 Shader version: 500 53 gl_FragCoord origin is upper left 54 0:? Sequence 55 0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 56 0:2 Function Parameters: 57 0:2 'input' ( in 4-component vector of float) 58 0:? Sequence 59 0:3 Loop with condition tested first 60 0:3 Loop Condition 61 0:3 any ( temp bool) 62 0:3 NotEqual ( temp 4-component vector of bool) 63 0:3 'input' ( in 4-component vector of float) 64 0:3 'input' ( in 4-component vector of float) 65 0:3 Loop Body 66 0:? Sequence 67 0:3 Branch: Return with expression 68 0:3 'input' ( in 4-component vector of float) 69 0:4 Loop with condition tested first 70 0:4 Loop Condition 71 0:4 Constant: 72 0:4 false (const bool) 73 0:4 No loop body 74 0:5 Loop with condition tested first: Unroll 75 0:5 Loop Condition 76 0:5 Constant: 77 0:5 false (const bool) 78 0:5 No loop body 79 0:6 Loop with condition tested first 80 0:6 Loop Condition 81 0:6 Constant: 82 0:6 false (const bool) 83 0:6 No loop body 84 0:2 Function Definition: PixelShaderFunction( ( temp void) 85 0:2 Function Parameters: 86 0:? Sequence 87 0:2 move second child to first child ( temp 4-component vector of float) 88 0:? 'input' ( temp 4-component vector of float) 89 0:? 'input' (layout( location=0) in 4-component vector of float) 90 0:2 move second child to first child ( temp 4-component vector of float) 91 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 92 0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 93 0:? 'input' ( temp 4-component vector of float) 94 0:? Linker Objects 95 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 96 0:? 'input' (layout( location=0) in 4-component vector of float) 97 98 // Module Version 10000 99 // Generated by (magic number): 80007 100 // Id's are bound by 52 101 102 Capability Shader 103 1: ExtInstImport "GLSL.std.450" 104 MemoryModel Logical GLSL450 105 EntryPoint Fragment 4 "PixelShaderFunction" 45 48 106 ExecutionMode 4 OriginUpperLeft 107 Source HLSL 500 108 Name 4 "PixelShaderFunction" 109 Name 11 "@PixelShaderFunction(vf4;" 110 Name 10 "input" 111 Name 43 "input" 112 Name 45 "input" 113 Name 48 "@entryPointOutput" 114 Name 49 "param" 115 Decorate 45(input) Location 0 116 Decorate 48(@entryPointOutput) Location 0 117 2: TypeVoid 118 3: TypeFunction 2 119 6: TypeFloat 32 120 7: TypeVector 6(float) 4 121 8: TypePointer Function 7(fvec4) 122 9: TypeFunction 7(fvec4) 8(ptr) 123 20: TypeBool 124 21: TypeVector 20(bool) 4 125 31: 20(bool) ConstantFalse 126 44: TypePointer Input 7(fvec4) 127 45(input): 44(ptr) Variable Input 128 47: TypePointer Output 7(fvec4) 129 48(@entryPointOutput): 47(ptr) Variable Output 130 4(PixelShaderFunction): 2 Function None 3 131 5: Label 132 43(input): 8(ptr) Variable Function 133 49(param): 8(ptr) Variable Function 134 46: 7(fvec4) Load 45(input) 135 Store 43(input) 46 136 50: 7(fvec4) Load 43(input) 137 Store 49(param) 50 138 51: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 49(param) 139 Store 48(@entryPointOutput) 51 140 Return 141 FunctionEnd 142 11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 143 10(input): 8(ptr) FunctionParameter 144 12: Label 145 Branch 13 146 13: Label 147 LoopMerge 15 16 None 148 Branch 17 149 17: Label 150 18: 7(fvec4) Load 10(input) 151 19: 7(fvec4) Load 10(input) 152 22: 21(bvec4) FOrdNotEqual 18 19 153 23: 20(bool) Any 22 154 BranchConditional 23 14 15 155 14: Label 156 24: 7(fvec4) Load 10(input) 157 ReturnValue 24 158 16: Label 159 Branch 13 160 15: Label 161 Branch 26 162 26: Label 163 LoopMerge 28 29 None 164 Branch 30 165 30: Label 166 BranchConditional 31 27 28 167 27: Label 168 Branch 29 169 29: Label 170 Branch 26 171 28: Label 172 Branch 32 173 32: Label 174 LoopMerge 34 35 Unroll 175 Branch 36 176 36: Label 177 BranchConditional 31 33 34 178 33: Label 179 Branch 35 180 35: Label 181 Branch 32 182 34: Label 183 Branch 37 184 37: Label 185 LoopMerge 39 40 None 186 Branch 41 187 41: Label 188 BranchConditional 31 38 39 189 38: Label 190 Branch 40 191 40: Label 192 Branch 37 193 39: Label 194 42: 7(fvec4) Undef 195 ReturnValue 42 196 FunctionEnd 197